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Prevent player-to-player interactions from messing up other ones
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@ -1354,6 +1354,7 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
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m2->invincTimer = max(m2->invincTimer, 3);
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take_damage_and_knock_back(m2, m->marioObj);
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bounce_back_from_attack(m, interaction);
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m2->interactObj = NULL;
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return FALSE;
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}
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