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VideoCommon: rename m_bytes_loaded in asset library to bytes_loaded
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@@ -651,7 +651,7 @@ CustomAssetLibrary::LoadInfo MeshAsset::LoadImpl(const CustomAssetLibrary::Asset
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{
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auto potential_data = std::make_shared<MeshData>();
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const auto loaded_info = m_owning_library->LoadMesh(asset_id, potential_data.get());
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if (loaded_info.m_bytes_loaded == 0)
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if (loaded_info.bytes_loaded == 0)
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return {};
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{
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std::lock_guard lk(m_data_lock);
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