Fix iteration of players for paintings. Causes undefined behavior otherwise. (#333)
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@ -839,7 +839,7 @@ void painting_update_floors(struct Painting *painting) {
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painting->ripples.enteredMarioIndex = -1;
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painting->ripples.underMarioIndex = -1;
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for (int i = 0; i < MAX_PLAYERS + 1; i++) {
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for (int i = 0; i < MAX_PLAYERS; i++) {
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// If the painting was entered (and not a floor painting) no need to look at everyone else this frame
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if (painting->floorEntered && !floorPainting) { continue; }
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struct MarioState* m = &gMarioStates[i];
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