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Fix asset images not being freed if they fail ratio/format check
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2748cf58be
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595f537625
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@ -3397,8 +3397,8 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir)
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}
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}
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m_GameSkinLoaded = true;
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m_GameSkinLoaded = true;
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ImgInfo.Free();
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}
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}
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ImgInfo.Free();
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}
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}
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void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir)
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void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir)
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@ -3441,8 +3441,8 @@ void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir)
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m_EmoticonsSkin.m_aSpriteEmoticons[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_OOP + i]);
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m_EmoticonsSkin.m_aSpriteEmoticons[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_OOP + i]);
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m_EmoticonsSkinLoaded = true;
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m_EmoticonsSkinLoaded = true;
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ImgInfo.Free();
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}
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}
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ImgInfo.Free();
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}
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}
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void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir)
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void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir)
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@ -3512,8 +3512,8 @@ void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir)
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m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
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m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
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m_ParticlesSkinLoaded = true;
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m_ParticlesSkinLoaded = true;
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ImgInfo.Free();
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}
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}
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ImgInfo.Free();
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}
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}
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void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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@ -3613,8 +3613,8 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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m_HudSkin.m_SpriteHudDummyCopy = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DUMMY_COPY]);
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m_HudSkin.m_SpriteHudDummyCopy = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DUMMY_COPY]);
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m_HudSkinLoaded = true;
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m_HudSkinLoaded = true;
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ImgInfo.Free();
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}
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}
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ImgInfo.Free();
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}
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}
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void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
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void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
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@ -3658,8 +3658,8 @@ void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
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m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]);
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m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]);
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m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake;
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m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake;
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m_ExtrasSkinLoaded = true;
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m_ExtrasSkinLoaded = true;
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ImgInfo.Free();
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}
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}
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ImgInfo.Free();
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}
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}
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void CGameClient::RefreshSkins()
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void CGameClient::RefreshSkins()
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