Use standard buffer types for in-memory TPD data

This commit is contained in:
notmatthewbeshay
2026-03-10 19:56:26 +11:00
parent 37aa3463be
commit 5f991ccd6a
8 changed files with 28 additions and 22 deletions

View File

@@ -705,8 +705,8 @@ HRESULT CScene_MultiGameCreate::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled
{
if(m_iConfigA[i]!=-1)
{
DWORD dwBytes=0;
PBYTE pbData=NULL;
unsigned int dwBytes=0;
std::uint8_t *pbData=NULL;
//app.DebugPrintf("Retrieving iConfig %d from TPD\n",m_iConfigA[i]);
app.GetTPD(m_iConfigA[i],&pbData,&dwBytes);
@@ -1099,8 +1099,10 @@ void CScene_MultiGameCreate::UpdateTexturePackDescription(int index)
{
// this is probably a texture pack icon added from TMS
DWORD dwBytes=0,dwFileBytes=0;
PBYTE pbData=NULL,pbFileData=NULL;
unsigned int dwBytes=0;
DWORD dwFileBytes=0;
std::uint8_t *pbData=NULL;
PBYTE pbFileData=NULL;
CXuiCtrl4JList::LIST_ITEM_INFO ListItem;
// get the current index of the list, and then get the data