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Fix nullptr dereference in morpha (#870)
reported on discord, i don't have the ability to reproduce this, but it appears to be a benign fix, as the only time that the tent2 is checked down later is guarded by a null check.
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@ -929,7 +929,7 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Math_ApproachF(&this->baseAlpha, 0.0, 1.0f, 5.0f);
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Math_ApproachF(&this->baseAlpha, 0.0, 1.0f, 5.0f);
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for (indS1 = 0; indS1 < 40; indS1++) {
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for (indS1 = 0; indS1 < 40; indS1++) {
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if (sMorphaTent2->tentSpawnPos) {}
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if (sMorphaTent2 && sMorphaTent2->tentSpawnPos) {}
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indT5 = Rand_ZeroFloat(20.9f);
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indT5 = Rand_ZeroFloat(20.9f);
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indS0 = sTentSpawnIndex[indT5];
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indS0 = sTentSpawnIndex[indT5];
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spFC.x = 0;
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spFC.x = 0;
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