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// allow the firepoint status to be empty when a multiplayer observer
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// this is not a bug, the observer will simply *not* have any firepoints.
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if (Objects[Player->objnum].type == OBJ_OBSERVER) {
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// only multiplayer instances should be getting here!
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Assertion((Game_mode & GM_MULTIPLAYER), "Somehow FSO thinks its player object is an observer even though it's not in Multiplayer. Please report!");
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return;
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}
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//First, get the player ship
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ship_info* sip;
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ship* shipp;
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polymodel* pm;
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Assert(Objects[Player->objnum].type == OBJ_SHIP);
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Assertion(Objects[Player->objnum].type == OBJ_SHIP, "HudGaugeReticle::getFirepointStatus was passed an invalid object type of %d. Please report!", Objects[Player->objnum].type);
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