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Add temporary invincibility to rollouts
This is a test to see how different pvp feels with this change. Suggestion by sausrelics.
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@ -1474,6 +1474,9 @@ u32 interact_player_pvp(struct MarioState* attacker, struct MarioState* victim)
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// not moving down yet?
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if (attacker->actionState == 0) { return FALSE; }
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victim->bounceSquishTimer = max(victim->bounceSquishTimer, 20);
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} else if ((attacker->action == ACT_FORWARD_ROLLOUT || attacker->action == ACT_BACKWARD_ROLLOUT) &&
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attacker->actionState == 1) {
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return FALSE;
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}
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if (victim->playerIndex == 0) {
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