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Check for nullptr
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@@ -2166,7 +2166,10 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
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if ((gGameSettings.fOptions[TOPTION_USE_LOGICAL_BODYTYPES] == TRUE)
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if ((gGameSettings.fOptions[TOPTION_USE_LOGICAL_BODYTYPES] == TRUE)
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&& (uiRowFlags == TILES_DYNAMIC_MERCS || uiRowFlags == TILES_DYNAMIC_HIGHMERCS || uiRowFlags == TILES_DYNAMIC_STRUCT_MERCS))
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&& (uiRowFlags == TILES_DYNAMIC_MERCS || uiRowFlags == TILES_DYNAMIC_HIGHMERCS || uiRowFlags == TILES_DYNAMIC_STRUCT_MERCS))
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{
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{
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bt = bodyTypeDB->Find(pSoldier);
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if (bodyTypeDB != NULL)
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{
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bt = bodyTypeDB->Find(pSoldier);
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}
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}
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}
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UINT16 * pDefaultShadeTable = pShadeTable;
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UINT16 * pDefaultShadeTable = pShadeTable;
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RECT backRect; // Actually only needed if uiFlags & TILES_DIRTY, but must be initialized with values that make sense for the comparisons.
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RECT backRect; // Actually only needed if uiFlags & TILES_DIRTY, but must be initialized with values that make sense for the comparisons.
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