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refactor: fix x64 compilation for ObjLoading
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@@ -58,7 +58,7 @@ namespace
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zs.zfree = Z_NULL;
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zs.opaque = Z_NULL;
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zs.avail_in = static_cast<uInt>(file.m_length);
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zs.avail_out = compressionBufferSize;
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zs.avail_out = static_cast<unsigned>(compressionBufferSize);
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zs.next_in = reinterpret_cast<const Bytef*>(uncompressedBuffer.get());
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zs.next_out = reinterpret_cast<Bytef*>(&compressedBuffer[sizeof(uint32_t)]);
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@@ -92,7 +92,7 @@ namespace
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return AssetCreationResult::Success(context.AddAsset<AssetRawFile>(assetName, rawFile));
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}
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AssetCreationResult LoadDefault(const SearchPathOpenFile& file, const std::string& assetName, AssetCreationContext& context)
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AssetCreationResult LoadDefault(const SearchPathOpenFile& file, const std::string& assetName, AssetCreationContext& context) const
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{
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auto* rawFile = m_memory.Alloc<RawFile>();
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rawFile->name = m_memory.Dup(assetName.c_str());
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