BGE: Add missing NULL check from recent LOD updates
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@@ -942,10 +942,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
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// Without checking names, we get some reuse we don't want that can cause
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// problems with material LoDs.
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if ((meshobj = converter->FindGameMesh(mesh/*, ob->lay*/)) != NULL) {
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STR_String bge_name = meshobj->GetName();
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STR_String blender_name = ((Mesh*)blenderobj->data)->id.name+2;
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if (bge_name == blender_name)
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const char *bge_name = meshobj->GetName().ReadPtr();
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const char *blender_name = ((ID *)blenderobj->data)->name + 2;
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if (STREQ(bge_name, blender_name)) {
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return meshobj;
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}
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}
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// Get DerivedMesh data
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