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Bypassing crash in Star Wars: Jedi ... oodle decompressor
There was a problem with single texture, just avoiding loading it
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Unreal/UnTexture4.cpp

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@@ -142,6 +142,15 @@ void UTexture2D::Serialize4(FArchive& Ar)
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{
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guard(UTexture2D::Serialize4);
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#if JEDI
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if (Ar.Game == GAME_Jedi && !stricmp(Name, "UnchangedPRT"))
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{
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// This texture is only the object which has oodle decompression error, skip it
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DROP_REMAINING_DATA(Ar);
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return;
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}
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#endif // JEDI
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Super::Serialize4(Ar);
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FStripDataFlags StripFlags(Ar); // note: these flags are used for pre-VER_UE4_TEXTURE_SOURCE_ART_REFACTOR versions

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