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Avoid the every-time crash with interpolated firework trails.
Technically just removes one event that causes the crash instead of the actual crash, but I tried attacking it at the source and it's some nasty, nasty stuff...
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@ -8883,6 +8883,7 @@ void P_MobjThinker(mobj_t *mobj)
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P_SetScale(trail, mobj->scale);
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trail->destscale = 1;
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trail->scalespeed = mobj->scale/12;
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trail->fuse = 11;
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trail->color = mobj->color;
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}
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break;
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