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Disallow nulls in the lighting system's lights list
This bug isn't reproducable so no, I'm not sure this will fix it. It's still a good idea to do this though. Best guess as to what happened: A light was deleted pre-round for some reason. The garbage ss del()'d the light before the lighting system's first tick, so a null got into the lighting ss's lights list. This broke the whole system directly from roundstart and caused the thousands of "can't run null.check()" runtime errors from yesterday.
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@@ -58,6 +58,8 @@
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remove_effect()
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owner.light = null
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owner = null
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if(changed)
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SSlighting.changed_lights -= src
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return ..()
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//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
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