Skip rendering of OBJ_NONE objects to avoid a failed Assert (can happen when playing a demo then going to the editor)
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@ -4,6 +4,7 @@ D1X-Rebirth Changelog
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main/gameseq.c: Allow level progressing if playing the builtin mission with EDITOR compiled - only exit if Current_level_num is 0
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main/gameseq.c: Allow level progressing if playing the builtin mission with EDITOR compiled - only exit if Current_level_num is 0
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editor/med.c: Reset the player object for the editor, since demo playback mucks it up
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editor/med.c: Reset the player object for the editor, since demo playback mucks it up
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main/render.c: Skip rendering of OBJ_NONE objects to avoid a failed Assert (can happen when playing a demo then going to the editor)
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20120416
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20120416
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@ -1243,6 +1243,9 @@ void build_object_lists(int n_segs)
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int new_segnum,did_migrate,list_pos;
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int new_segnum,did_migrate,list_pos;
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obj = &Objects[objnum];
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obj = &Objects[objnum];
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if (obj->type == OBJ_NONE)
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continue;
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Assert( obj->segnum == segnum );
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Assert( obj->segnum == segnum );
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