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Backed out minor optimization that prevented correlation_id from being set
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@ -365,10 +365,6 @@ RAWINPUT_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id,
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*slot_idx = 0;
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if (!state->any_data) {
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return SDL_FALSE;
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}
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match_count = 0;
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for (user_index = 0; user_index < XUSER_MAX_COUNT; ++user_index) {
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if (!xinput_state[user_index].used && RAWINPUT_XInputSlotMatches(state, user_index)) {
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@ -381,7 +377,10 @@ RAWINPUT_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id,
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/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
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Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
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data. */
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return (match_count == 1) ? SDL_TRUE : SDL_FALSE;
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if (match_count == 1 && state->any_data) {
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return SDL_TRUE;
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}
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return SDL_FALSE;
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}
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#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
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@ -581,10 +580,6 @@ RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *corr
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{
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int match_count;
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if (!state->any_data) {
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return SDL_FALSE;
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}
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match_count = 0;
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for (int user_index = 0; user_index < wgi_state.per_gamepad_count; ++user_index) {
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WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[user_index];
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@ -598,7 +593,10 @@ RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *corr
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/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
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Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
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data. */
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return (match_count == 1) ? SDL_TRUE : SDL_FALSE;
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if (match_count == 1 && state->any_data) {
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return SDL_TRUE;
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}
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return SDL_FALSE;
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}
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static void
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