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Use standard buffer types for in-memory TPD data
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@@ -1275,8 +1275,8 @@ void CScene_MultiGameJoinLoad::UpdateGamesList()
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if(tp==NULL)
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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(sessionInfo->data.texturePackParentId,&pbData,&dwBytes);
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// is it in the tpd data ?
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@@ -1744,8 +1744,8 @@ HRESULT CScene_MultiGameJoinLoad::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandl
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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.DebugPrintf("Retrieving iConfig %d from TPD\n",m_iConfigA[i]);
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app.GetTPD(m_iConfigA[i],&pbData,&dwBytes);
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