Fix crash in rippling paintings
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@ -845,6 +845,7 @@ void painting_update_floors(struct Painting *painting) {
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struct NetworkPlayer* np = &gNetworkPlayers[m->playerIndex];
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// Skip non connected players
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if (!np->connected) { continue; }
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if (m == NULL || m->marioObj == NULL) { continue; }
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bool consider = true;
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bool valid = true;
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@ -870,7 +871,6 @@ void painting_update_floors(struct Painting *painting) {
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enterMiddle = 0;
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enterRight = 0;
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struct Surface* surface;
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if (m == NULL || m->marioObj == NULL) { continue; }
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find_floor(m->marioObj->oPosX, m->marioObj->oPosY, m->marioObj->oPosZ, &surface);
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s16 floorType = surface->type;
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