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]>
This commit is contained in:
Goober5000andDustinspace217 authored and GitHub committed 2026-11-02 22:42:30 -05:00
commit b8bd1daa6e
1 file changed
+2 -3
+2 -3
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@@ -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)