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Use standard save image buffers in load or join menu
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@ -2437,10 +2437,10 @@ int UIScene_LoadOrJoinMenu::DownloadSonyCrossSaveThreadProc( LPVOID lpParameter
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const char* pNameUTF8 = app.getRemoteStorage()->getSaveNameUTF8();
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mbstowcs(wSaveName, pNameUTF8, strlen(pNameUTF8)+1); // plus null
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StorageManager.SetSaveTitle(wSaveName);
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PBYTE pbThumbnailData=NULL;
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std::uint8_t *pbThumbnailData = NULL;
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DWORD dwThumbnailDataSize=0;
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PBYTE pbDataSaveImage=NULL;
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std::uint8_t *pbDataSaveImage = NULL;
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DWORD dwDataSizeSaveImage=0;
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StorageManager.GetDefaultSaveImage(&pbDataSaveImage, &dwDataSizeSaveImage); // Get the default save thumbnail (as set by SetDefaultImages) for use on saving games t
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@ -2597,10 +2597,10 @@ int UIScene_LoadOrJoinMenu::DownloadSonyCrossSaveThreadProc( LPVOID lpParameter
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StorageManager.ResetSaveData();
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{
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PBYTE pbThumbnailData=NULL;
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std::uint8_t *pbThumbnailData = NULL;
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DWORD dwThumbnailDataSize=0;
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PBYTE pbDataSaveImage=NULL;
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std::uint8_t *pbDataSaveImage = NULL;
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DWORD dwDataSizeSaveImage=0;
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StorageManager.GetDefaultSaveImage(&pbDataSaveImage, &dwDataSizeSaveImage); // Get the default save thumbnail (as set by SetDefaultImages) for use on saving games t
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