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Replace asset load calls with loadAssetToMemory()
All assets now use FILESYSTEM_loadAssetToMemory() instead of FILESYSTEM_loadFileToMemory().
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@@ -36,7 +36,7 @@ static SDL_Surface* LoadImage(const char *filename, bool noBlend = true, bool no
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unsigned char *fileIn = NULL;
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size_t length = 0;
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FILESYSTEM_loadFileToMemory(filename, &fileIn, &length, false);
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FILESYSTEM_loadAssetToMemory(filename, &fileIn, &length, false);
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if (noAlpha)
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{
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lodepng_decode24(&data, &width, &height, fileIn, length);
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