Fixed segfault when deleting actors with ACTOR_SHAPE_TYPE_NONE
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@@ -851,7 +851,11 @@ void rc_deleteActor(int actor_id)
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if(!rc_actor[actor_id].mesh_node)
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if(!rc_actor[actor_id].mesh_node)
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return;
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return;
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rc_physics3D.world->removeCollisionObject(rc_actor[actor_id].physics.rigid_body, false);
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if(rc_actor[actor_id].physics.rigid_body)
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rc_physics3D.world->removeCollisionObject(rc_actor[actor_id].physics.rigid_body, false);
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rc_actor[actor_id].physics.rigid_body = NULL;
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rc_actor[actor_id].physics.collisions.clear();
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rc_actor[actor_id].physics.collisions.clear();
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rc_actor[actor_id].mesh_node->remove();
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rc_actor[actor_id].mesh_node->remove();
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