This commit is contained in:
kalaposfos13 2025-02-27 16:17:49 +01:00
parent f04cdd7cc8
commit a2264e9bd0
2 changed files with 0 additions and 21 deletions

View file

@ -126,23 +126,6 @@ s32 PS4_SYSV_ABI sceUserServiceGetEvent(OrbisUserServiceEvent* event) {
}
return ORBIS_USER_SERVICE_ERROR_NO_EVENT;
// // fake a login event
// static bool logged_in_1 = false;
// static bool logged_in_2 = false;
// if (!logged_in_1) {
// logged_in_1 = true;
// event->event = OrbisUserServiceEventType::Login;
// event->userId = 1;
// return ORBIS_OK;
// }
// if (!logged_in_2) {
// logged_in_2 = true;
// event->event = OrbisUserServiceEventType::Login;
// event->userId = 2;
// return ORBIS_OK;
// }
}
int PS4_SYSV_ABI sceUserServiceGetEventCalendarType() {

View file

@ -553,10 +553,6 @@ void ControllerOutput::FinalizeUpdate(u8 gamepad_index) {
// to do it, and it would be inconvenient to force it here, when AddUpdate does the job just
// fine, and a toggle doesn't have to checked against every input that's bound to it, it's
// enough that one is pressed
case SDL_GAMEPAD_BUTTON_START:
controllers[gamepad_index]->CheckButton(0, SDLGamepadToOrbisButton(button),
new_button_state);
break;
default: // is a normal key (hopefully)
controllers[gamepad_index]->CheckButton(0, SDLGamepadToOrbisButton(button),
new_button_state);