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Do not consider inactive players when bubbled
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@ -927,6 +927,7 @@ s32 act_bubbled(struct MarioState* m) {
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if (m->playerIndex == 0) {
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u8 allInBubble = TRUE;
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for (int i = 0; i < MAX_PLAYERS; i++) {
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if (!is_player_active(&gMarioStates[i])) { continue; }
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if (gMarioStates[i].action != ACT_BUBBLED && gMarioStates[i].health >= 0x100) {
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allInBubble = FALSE;
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break;
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