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Adjust the code that creates the null entity instances.
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@ -255,36 +255,13 @@ bool Core::Initialize()
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NullObject() = Object();
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NullFunction() = Function();
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// Create the null entity instances
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{
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// The Blip constructor validates the ID. So we must take this route
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CBlip * nblip = new CBlip(0);
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nblip->m_ID = -1;
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m_NullBlip = Object(nblip);
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// The Checkpoint constructor validates the ID. So we must take this route
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CCheckpoint * ncheckpoint = new CCheckpoint(0);
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ncheckpoint->m_ID = -1;
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m_NullCheckpoint = Object(ncheckpoint);
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// The Keybind constructor validates the ID. So we must take this route
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CKeybind * nkeybind = new CKeybind(0);
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nkeybind->m_ID = -1;
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m_NullKeybind = Object(nkeybind);
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// The Object constructor validates the ID. So we must take this route
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CObject * nobject = new CObject(0);
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nobject->m_ID = -1;
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m_NullObject = Object(nobject);
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// The Pickup constructor validates the ID. So we must take this route
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CPickup * npickup = new CPickup(0);
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npickup->m_ID = -1;
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m_NullPickup = Object(npickup);
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// The Player constructor validates the ID. So we must take this route
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CPlayer * nplayer = new CPlayer(0);
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nplayer->m_ID = -1;
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m_NullPlayer = Object(nplayer);
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// The Vehicle constructor validates the ID. So we must take this route
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CVehicle * nvehicle = new CVehicle(0);
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nvehicle->m_ID = -1;
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m_NullVehicle = Object(nvehicle);
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}
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m_NullBlip = Object(new CBlip(-1));
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m_NullCheckpoint = Object(new CCheckpoint(-1));
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m_NullKeybind = Object(new CKeybind(-1));
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m_NullObject = Object(new CObject(-1));
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m_NullPickup = Object(new CPickup(-1));
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m_NullPlayer = Object(new CPlayer(-1));
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m_NullVehicle = Object(new CVehicle(-1));
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LogDbg("Registering the standard libraries");
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// Push the root table on the stack
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