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Keep the mission's own ship when a quick start finds no last flown ship (#7962)
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. Co-authored-by: Dustinspace217 <[email protected]>
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@@ -133,9 +133,8 @@ bool mission_load(const char* filename_ext)
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return false;
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if (Select_default_ship) {
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int ret;
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ret = create_default_player_ship();
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Assert(!ret);
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// no last flown ship (new pilot, or its ship isn't in this mod): the popup says so, the mission's ship is kept
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create_default_player_ship();
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}
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ml_update_recent_missions(filename_ext); // update recently played missions list (save the csg later)
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