Use MALLOC for hoard reading
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@ -5181,7 +5181,7 @@ void init_hoard_data()
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}
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}
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GameSounds[Num_sound_files+i].length = len;
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GameSounds[Num_sound_files+i].length = len;
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GameSounds[Num_sound_files+i].data = d_malloc(len);
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MALLOC(GameSounds[Num_sound_files+i].data, ubyte, len);
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PHYSFS_read(ifile,GameSounds[Num_sound_files+i].data,1,len);
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PHYSFS_read(ifile,GameSounds[Num_sound_files+i].data,1,len);
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if (GameArg.SndDigiSampleRate == SAMPLE_RATE_11K) {
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if (GameArg.SndDigiSampleRate == SAMPLE_RATE_11K) {
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@ -5253,7 +5253,7 @@ void save_hoard_data(void)
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ifile = PHYSFS_openRead(sounds[i]);
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ifile = PHYSFS_openRead(sounds[i]);
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Assert(ifile != NULL);
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Assert(ifile != NULL);
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size = PHYSFS_fileLength(ifile);
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size = PHYSFS_fileLength(ifile);
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buf = d_malloc(size);
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MALLOC(buf, ubyte, size);
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PHYSFS_read(ifile, buf, size, 1);
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PHYSFS_read(ifile, buf, size, 1);
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PHYSFS_writeULE32(ofile, size);
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PHYSFS_writeULE32(ofile, size);
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PHYSFS_write(ofile, buf, size, 1);
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PHYSFS_write(ofile, buf, size, 1);
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