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Use standard buffer types for in-memory TPD data
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@@ -783,8 +783,8 @@ HRESULT CScene_LoadGameSettings::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandle
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{
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if(m_iConfigA[i]!=-1)
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{
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DWORD dwBytes=0;
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PBYTE pbData=NULL;
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unsigned int dwBytes=0;
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std::uint8_t *pbData=NULL;
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app.GetTPD(m_iConfigA[i],&pbData,&dwBytes);
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ZeroMemory(&ListInfo,sizeof(CXuiCtrl4JList::LIST_ITEM_INFO));
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@@ -1241,8 +1241,10 @@ void CScene_LoadGameSettings::UpdateTexturePackDescription(int index)
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if(tp==NULL)
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{
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// this is probably a texture pack icon added from TMS
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DWORD dwBytes=0,dwFileBytes=0;
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PBYTE pbData=NULL,pbFileData=NULL;
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unsigned int dwBytes=0;
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DWORD dwFileBytes=0;
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std::uint8_t *pbData=NULL;
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PBYTE pbFileData=NULL;
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CXuiCtrl4JList::LIST_ITEM_INFO ListItem;
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// get the current index of the list, and then get the data
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