Made player-to-player collisions respect the intangible flag
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@ -1414,7 +1414,7 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
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if (!m || !o) { return FALSE; }
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if (!is_player_active(m)) { return FALSE; }
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if (gServerSettings.playerInteractions == PLAYER_INTERACTIONS_NONE) { return FALSE; }
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if (m->action == ACT_JUMBO_STAR_CUTSCENE) { return FALSE; }
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if (m->action & ACT_FLAG_INTANGIBLE) { return FALSE; }
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struct MarioState* m2 = NULL;
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for (s32 i = 0; i < MAX_PLAYERS; i++) {
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@ -1425,7 +1425,7 @@ u32 interact_player(struct MarioState* m, UNUSED u32 interactType, struct Object
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}
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}
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if (m2 == NULL) { return FALSE; }
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if (m2->action == ACT_JUMBO_STAR_CUTSCENE) { return FALSE; }
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if (m2->action & ACT_FLAG_INTANGIBLE) { return FALSE; }
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// vanish cap players can't interact
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u32 vanishFlags = (MARIO_VANISH_CAP | MARIO_CAP_ON_HEAD);
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