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Check if in water before changing camera. (#71)
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@ -929,7 +929,7 @@ static void bubbled_offset_visual(struct MarioState* m) {
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}
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s32 act_bubbled(struct MarioState* m) {
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if (m->playerIndex == 0) {
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if (m->playerIndex == 0 && m->area->camera->mode == CAMERA_MODE_WATER_SURFACE) {
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set_camera_mode(m->area->camera, CAMERA_MODE_FREE_ROAM, 1);
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}
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struct MarioState* targetMarioState = nearest_mario_state_to_object(m->marioObj);
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