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Use the correct size (I hope) for decoding _C64MaskChar (whatever that is).
This should improve ScummVM's chances of surviving long enough to crash in the V1 costume renderer instead. svn-id: r8851
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@ -1468,7 +1468,7 @@ void Scumm::initRoomSubBlocks() {
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 12), gdi._C64PicMap, roomptr[4] * roomptr[5]);
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 14), gdi._C64ColorMap, roomptr[4] * roomptr[5]);
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 16), gdi._C64MaskMap, roomptr[4] * roomptr[5]);
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 18), gdi._C64MaskChar, READ_LE_UINT16(roomptr + 18));
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 18), gdi._C64MaskChar, READ_LE_UINT16(roomptr + READ_LE_UINT16(roomptr + 18)));
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gdi._C64ObjectMode = true;
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} else if (_features & GF_OLD_BUNDLE) {
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_IM00_offs = READ_LE_UINT16(roomptr + 0x0A);
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