[Fix] Turrets causing seg fault when there is no target.
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@ -406,7 +406,8 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
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case OUTFIT_TYPE_BOLT:
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case OUTFIT_TYPE_BOLT:
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case OUTFIT_TYPE_TURRET_BOLT:
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case OUTFIT_TYPE_TURRET_BOLT:
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/* Only difference is the direction of fire. */
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/* Only difference is the direction of fire. */
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if((outfit->type == OUTFIT_TYPE_TURRET_BOLT) && (w->parent != w->target)) {
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if((outfit->type == OUTFIT_TYPE_TURRET_BOLT) && (w->parent != w->target) &&
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(w->target != 0)) { /* Must have a valid target. */
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rdir = vect_angle(pos, &pilot_get(w->target)->solid->pos);
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rdir = vect_angle(pos, &pilot_get(w->target)->solid->pos);
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rdir += RNG(-outfit->u.blt.accuracy/2.,
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rdir += RNG(-outfit->u.blt.accuracy/2.,
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outfit->u.blt.accuracy/2.)/180.*M_PI;
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outfit->u.blt.accuracy/2.)/180.*M_PI;
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