Avoid reading non-32bpp sprites twice where possible
Try to avoid unnecessary over-reading
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@@ -74,7 +74,7 @@ public:
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* @param load_32bpp True if 32bpp sprites should be loaded, false for a 8bpp sprite.
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* @return Bit mask of the zoom levels successfully loaded or 0 if no sprite could be loaded.
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*/
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virtual uint8 LoadSprite(SpriteLoader::Sprite *sprite, SpriteFile &file, size_t file_pos, SpriteType sprite_type, bool load_32bpp) = 0;
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virtual uint8 LoadSprite(SpriteLoader::Sprite *sprite, SpriteFile &file, size_t file_pos, SpriteType sprite_type, bool load_32bpp, uint count) = 0;
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virtual ~SpriteLoader() { }
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};
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