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Prevent long jump and side flip from PVP attacking
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1 changed files with 1 additions and 1 deletions
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@ -1351,7 +1351,7 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
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isInCutscene = isInCutscene || (m->action == ACT_IN_CANNON) || (m2->action == ACT_IN_CANNON);
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u8 isAttackerInvulnerable = (m->action & ACT_FLAG_INVULNERABLE) || m->invincTimer != 0 || m->hurtCounter != 0;
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u8 isInvulnerable = (m2->action & ACT_FLAG_INVULNERABLE) || m2->invincTimer != 0 || m2->hurtCounter != 0 || isInCutscene;
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u8 isIgnoredAttack = (m->action == ACT_JUMP || m->action == ACT_DOUBLE_JUMP);
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u8 isIgnoredAttack = (m->action == ACT_JUMP || m->action == ACT_DOUBLE_JUMP || m->action == ACT_LONG_JUMP || m->action == ACT_SIDE_FLIP);
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if ((interaction & INT_ANY_ATTACK) && !(interaction & INT_HIT_FROM_ABOVE) && !isInvulnerable && !isIgnoredAttack && !isAttackerInvulnerable) {
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