diff --git a/dlls/dinput/tests/force_feedback.c b/dlls/dinput/tests/force_feedback.c index 1bcd56d685a..8fb15e38f13 100644 --- a/dlls/dinput/tests/force_feedback.c +++ b/dlls/dinput/tests/force_feedback.c @@ -5673,7 +5673,6 @@ static void test_windows_gaming_input(void) UINT32 size; HRESULT hr; DWORD ret; - LONG ref; if (!load_combase_functions()) return; @@ -6053,8 +6052,7 @@ static void test_windows_gaming_input(void) todo_wine ok( hr == 0x86854003, "TryUnloadEffectAsync returned %#lx\n", hr ); - ref = IForceFeedbackEffect_Release( effect ); - ok( ref == 0, "Release returned %lu\n", ref ); + IForceFeedbackEffect_Release( effect ); hr = IPeriodicForceEffectFactory_CreateInstance( periodic_factory, PeriodicForceEffectKind_SineWave, &effect ); @@ -6127,8 +6125,7 @@ static void test_windows_gaming_input(void) IAsyncOperation_boolean_Release( bool_async ); set_hid_expect( file, NULL, 0 ); - ref = IForceFeedbackEffect_Release( effect ); - ok( ref == 0, "Release returned %lu\n", ref ); + IForceFeedbackEffect_Release( effect ); IPeriodicForceEffectFactory_Release( periodic_factory ); @@ -6220,8 +6217,7 @@ static void test_windows_gaming_input(void) IAsyncOperation_boolean_Release( bool_async ); set_hid_expect( file, NULL, 0 ); - ref = IForceFeedbackEffect_Release( effect ); - ok( ref == 0, "Release returned %lu\n", ref ); + IForceFeedbackEffect_Release( effect ); IConditionForceEffectFactory_Release( condition_factory ); @@ -6313,8 +6309,7 @@ static void test_windows_gaming_input(void) IAsyncOperation_boolean_Release( bool_async ); set_hid_expect( file, NULL, 0 ); - ref = IForceFeedbackEffect_Release( effect ); - ok( ref == 0, "Release returned %lu\n", ref ); + IForceFeedbackEffect_Release( effect ); hr = pWindowsCreateString( ramp_effect_class_name, wcslen( ramp_effect_class_name ), &str ); @@ -6387,8 +6382,7 @@ static void test_windows_gaming_input(void) IAsyncOperation_boolean_Release( bool_async ); set_hid_expect( file, NULL, 0 ); - ref = IForceFeedbackEffect_Release( effect ); - ok( ref == 0, "Release returned %lu\n", ref ); + IForceFeedbackEffect_Release( effect ); IForceFeedbackMotor_Release( motor );