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windows.gaming.input: Avoid leaking IDirectInputEffect reference (Valgrind).
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@ -646,7 +646,6 @@ static HRESULT WINAPI motor_load_effect_async( IUnknown *invoker, IUnknown *para
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{
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if (effect->effect) IDirectInputEffect_Release( effect->effect );
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effect->effect = dinput_effect;
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IDirectInputEffect_AddRef( effect->effect );
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}
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LeaveCriticalSection( &effect->cs );
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