Don't warn sceUtility*Status() wrong dialog type.

Games do this on real firmware, and it's a lot of noise.
This commit is contained in:
Unknown W. Brackets 2013-04-10 19:14:43 -07:00
parent ff8c128d20
commit b34f937d0c

View file

@ -106,7 +106,7 @@ int sceUtilitySavedataGetStatus()
{ {
if (currentDialogType != UTILITY_DIALOG_SAVEDATA) if (currentDialogType != UTILITY_DIALOG_SAVEDATA)
{ {
WARN_LOG(HLE, "sceUtilitySavedataGetStatus(): wrong dialog type"); DEBUG_LOG(HLE, "sceUtilitySavedataGetStatus(): wrong dialog type");
return SCE_ERROR_UTILITY_WRONG_TYPE; return SCE_ERROR_UTILITY_WRONG_TYPE;
} }
@ -236,7 +236,7 @@ int sceUtilityMsgDialogGetStatus()
{ {
if (currentDialogType != UTILITY_DIALOG_MSG) if (currentDialogType != UTILITY_DIALOG_MSG)
{ {
WARN_LOG(HLE, "sceUtilityMsgDialogGetStatus(): wrong dialog type"); DEBUG_LOG(HLE, "sceUtilityMsgDialogGetStatus(): wrong dialog type");
return SCE_ERROR_UTILITY_WRONG_TYPE; return SCE_ERROR_UTILITY_WRONG_TYPE;
} }
@ -304,7 +304,7 @@ int sceUtilityOskGetStatus()
{ {
if (currentDialogType != UTILITY_DIALOG_OSK) if (currentDialogType != UTILITY_DIALOG_OSK)
{ {
WARN_LOG(HLE, "sceUtilityOskGetStatus(): wrong dialog type"); DEBUG_LOG(HLE, "sceUtilityOskGetStatus(): wrong dialog type");
return SCE_ERROR_UTILITY_WRONG_TYPE; return SCE_ERROR_UTILITY_WRONG_TYPE;
} }