Part of the patent-pending light list design in gzdoom keeps invalid lights in the light lists and you must check for that everywhere...
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@ -345,6 +345,9 @@ void DoomLevelMesh::UploadDynLights(FLevelLocals& doomMap)
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lightdata.Clear();
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for (auto light = doomMap.lights; light; light = light->next)
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{
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if (!light->IsActive())
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continue;
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if (light->Trace() || lm_dynlights)
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{
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UpdateLight(light);
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