Signed-off-by: Rémi Bernon rbernon@codeweavers.com --- dlls/windows.gaming.input/main.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/windows.gaming.input/main.c b/dlls/windows.gaming.input/main.c index c5b7f19c987..1ddd3a8fd23 100644 --- a/dlls/windows.gaming.input/main.c +++ b/dlls/windows.gaming.input/main.c @@ -169,7 +169,6 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory ** { static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT; const WCHAR *buffer = WindowsGetStringRawBuffer( class_str, NULL ); - HRESULT hr = REGDB_E_CLASSNOTREG;
TRACE( "class %s, factory %p.\n", debugstr_w(buffer), factory );
@@ -178,13 +177,14 @@ HRESULT WINAPI DllGetActivationFactory( HSTRING class_str, IActivationFactory ** *factory = NULL;
if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_RawGameController )) - hr = ICustomGameControllerFactory_QueryInterface( controller_factory, &IID_IActivationFactory, (void **)factory ); + ICustomGameControllerFactory_QueryInterface( controller_factory, &IID_IActivationFactory, (void **)factory ); if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Gamepad )) - hr = ICustomGameControllerFactory_QueryInterface( gamepad_factory, &IID_IActivationFactory, (void **)factory ); + ICustomGameControllerFactory_QueryInterface( gamepad_factory, &IID_IActivationFactory, (void **)factory ); if (!wcscmp( buffer, RuntimeClass_Windows_Gaming_Input_Custom_GameControllerFactoryManager )) - hr = IGameControllerFactoryManagerStatics2_QueryInterface( manager_factory, &IID_IActivationFactory, (void **)factory ); + IGameControllerFactoryManagerStatics2_QueryInterface( manager_factory, &IID_IActivationFactory, (void **)factory );
- return hr; + if (*factory) return S_OK; + return CLASS_E_CLASSNOTAVAILABLE; }
BOOL WINAPI DllMain( HINSTANCE instance, DWORD reason, void *reserved )