Add null check into P_SpawnMapThing so game doesn't crash if it fails… #76
@@ -11374,6 +11374,12 @@ void P_SpawnMapThing(mapthing_t *mthing)
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}
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mobj = P_SpawnMobj(x, y, z, i);
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if (!mobj || P_MobjWasRemoved(mobj)) {
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CONS_Alert(CONS_WARNING, "Failed to spawn map thing #%d at %d, %d\n", mthing->type, x>>FRACBITS, y>>FRACBITS);
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return;
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}
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mobj->spawnpoint = mthing;
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switch(mobj->type)
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