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Replace asset load calls with loadAssetToMemory()
All assets now use FILESYSTEM_loadAssetToMemory() instead of FILESYSTEM_loadFileToMemory().
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@@ -131,7 +131,7 @@ void Screen::LoadIcon(void)
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size_t length = 0;
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unsigned char *data;
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unsigned int width, height;
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FILESYSTEM_loadFileToMemory("VVVVVV.png", &fileIn, &length, false);
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FILESYSTEM_loadAssetToMemory("VVVVVV.png", &fileIn, &length, false);
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lodepng_decode24(&data, &width, &height, fileIn, length);
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FILESYSTEM_freeMemory(&fileIn);
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SDL_Surface *icon = SDL_CreateRGBSurfaceFrom(
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