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An open-source implementation of library for reading CASC storages from Blizzard games since 2014

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Hi, when working with high FileDataIds, e.g. 1000000000, a lot of memory is allocated by the resulting large gaps, the FileDataId is used for the calculation of the array size,...

This part of the change comes from [Scobalula](https://github.com/Scobalula). I submitted it on his behalf. Problem: Basically when casc patches certain installations, it creates more than 256 data files. It's why...