Simplify bm_read_player_ship last_model_num handling
The existing handling always wrote to slot 0, but did so in a convoluted way. The variable names suggest this was not intended, but no one has ever reported it as broken, and some otherwise valid data files may depend on this quirk.
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@ -2024,7 +2024,6 @@ void bm_read_player_ship(void)
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auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
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for (i=0;i<n_models;i++) {
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int n_textures;
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int last_model_num=0;
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n_textures = first_bitmap_num[i+1] - first_bitmap_num[i];
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const auto model_num = load_polygon_model(model_name[i], n_textures, first_bitmap_num[i], (i == 0) ? &ri : nullptr);
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@ -2032,9 +2031,7 @@ void bm_read_player_ship(void)
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if (i==0)
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Player_ship->model_num = model_num;
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else
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Polygon_models[last_model_num].simpler_model = model_num+1;
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last_model_num = model_num;
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Polygon_models[0].simpler_model = model_num+1;
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}
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if ( model_name_dying ) {
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