diff --git a/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c b/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c index 03df6c0d9..aa1ed5f10 100644 --- a/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c +++ b/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c @@ -433,7 +433,7 @@ void func_80AF520C(EnWdhand* this, PlayState* play) { SkelAnime_Update(&this->unk144); this->unk1EC[0].z--; - player->unk_AE8 = 0; + player->av2.actionVar2 = 0; for (var_s1 = 0; var_s1 < 4; var_s1++) { if (this->unk1EC[0].z < 0x4C) { @@ -488,7 +488,7 @@ void func_80AF520C(EnWdhand* this, PlayState* play) { Matrix_MultVecY(1000.0f, &player->actor.world.pos); if ((this->unk1EC[0].z == 4) && (&this->actor == player->actor.parent)) { - player->unk_AE8 = 100; + player->av2.actionVar2 = 100; player->actor.parent = NULL; Matrix_Transpose(&this->unk21C); player->actor.shape.rot.x = 0; @@ -651,7 +651,7 @@ void func_80AF5E3C(EnWdhand* this, PlayState* play) { Actor_SetDropFlagJntSph(&this->actor, &this->unk274); Enemy_StartFinishingBlow(play, &this->actor); if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) { - player->unk_AE8 = 100; + player->av2.actionVar2 = 100; player->actor.parent = NULL; player->actor.shape.rot.x = 0; player->actor.shape.rot.z = 0; @@ -701,7 +701,7 @@ void EnWdhand_Draw(Actor* thisx, PlayState* play) { dl = POLY_OPA_DISP; - gSPDisplayList(&dl[0], &gSetupDLs[25 * 6]); + gSPDisplayList(&dl[0], &gSetupDLs[25]); // same problem as ovl_En_Knight. TODO: This may be an issue gSPMatrix(&dl[1], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(&dl[2], object_wdhand_DL_0014C0);