From 670df9b97e93aef837e1793e142b914dfd99c383 Mon Sep 17 00:00:00 2001 From: Dustinspace217 Date: Thu, 29 Oct 2026 03:48:12 -0700 Subject: [PATCH] Keep the mission's own ship when a quick start finds no last flown ship A new pilot, or one whose last ship isn't in the current mod, has no last flown ship. create_default_player_ship() then shows a popup and returns an error; release builds carry on with the mission's own player ship, but debug builds asserted. Drop the assert so both builds behave the same. --- code/mission/missionload.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/code/mission/missionload.cpp b/code/mission/missionload.cpp index 79e13169ad..a7061bbbe5 100644 --- a/code/mission/missionload.cpp +++ b/code/mission/missionload.cpp @@ -133,9 +133,8 @@ bool mission_load(const char* filename_ext) return false; if (Select_default_ship) { - int ret; - ret = create_default_player_ship(); - Assert(!ret); + // no last flown ship (new pilot, or its ship isn't in this mod): the popup says so, the mission's ship is kept + create_default_player_ship(); } ml_update_recent_missions(filename_ext); // update recently played missions list (save the csg later)