diff --git a/mm/include/macros.h b/mm/include/macros.h index 5081f5f0c..0ed8d52fd 100644 --- a/mm/include/macros.h +++ b/mm/include/macros.h @@ -113,6 +113,8 @@ // Compute 0x0E segment value as compile time constant for 32bit and 64bit #define D_0E000000_TO_SEGMENTED(member) ((0x0E000000 + offsetof(GfxMasterList, member)) | 1) #define D_0F000000_TO_SEGMENTED (0x0F000000 | 1) +// Used to compare animations. The statically linked global animations can end up with different pointer addresses if an animation gets set from one file and then compared against the static animation in another +#define BEN_ANIM_EQUAL(anim1, anim2) ((anim1 == NULL) ? ((anim2 == NULL) ? true : false) : ((anim2 == NULL) ? false : strcmp(anim1, anim2) == 0)) // #endregion #endif // MACROS_H diff --git a/mm/src/code/z_player_lib.c b/mm/src/code/z_player_lib.c index 2a792d0f9..872936851 100644 --- a/mm/src/code/z_player_lib.c +++ b/mm/src/code/z_player_lib.c @@ -2164,8 +2164,8 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** if (player->transformation == PLAYER_FORM_DEKU) { EnArrow* bubble = NULL; - if (((player->skelAnime.animation == &gPlayerAnim_pn_drinkend)) || - (player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) || + if (((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_drinkend))) || + (BEN_ANIM_EQUAL(player->skelAnimeUpper.animation, gPlayerAnim_pn_tamahaki)) || ((player->stateFlags3 & PLAYER_STATE3_40) && ((bubble = (EnArrow*)player->heldActor) != NULL))) { Matrix_TranslateRotateZYX(pos, rot); func_80125340(); @@ -2178,7 +2178,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** player->unk_AF0[0].y = 1.0f - (bubble->bubble.unk_144 * 0.01f); player->unk_AF0[0].z = 1.0f - (bubble->bubble.unk_144 * 0.04f); rot->z = bubble->bubble.unk_144 * 320.0f; - } else if (player->skelAnime.animation == &gPlayerAnim_pn_drinkend) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_drinkend)) { func_80124618(D_801C03E0, player->skelAnime.curFrame, player->unk_AF0); } else { func_80124618(D_801C03C0, player->skelAnimeUpper.curFrame, player->unk_AF0); @@ -2188,9 +2188,9 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** } } } else if (limbIndex == PLAYER_LIMB_TORSO) { - if ((player->skelAnime.animation == &gPlayerAnim_pg_gakkistart) || - (player->skelAnime.animation == &gPlayerAnim_pg_wait) || - (player->skelAnime.animation == &gPlayerAnim_pg_punchC) || + if ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_gakkistart)) || + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_wait)) || + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchC)) || (player->transformation == PLAYER_FORM_ZORA)) { Matrix_TranslateRotateZYX(pos, rot); if (player->transformation == PLAYER_FORM_GORON) { @@ -2199,13 +2199,13 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** func_80125318(pos, rot); if ((player->transformation != PLAYER_FORM_ZORA) || - (player->skelAnime.animation == &gPlayerAnim_pz_wait)) { + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_wait))) { struct_80124618* phi_a0 = - (player->skelAnime.animation == &gPlayerAnim_pz_wait) + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_wait)) ? D_801C0608 - : ((player->skelAnime.animation == &gPlayerAnim_pg_wait) + : ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_wait)) ? D_801C0628 - : ((player->skelAnime.animation == &gPlayerAnim_pg_punchC) ? D_801C07C0 + : ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchC)) ? D_801C07C0 : D_801C0460)); func_80124618(phi_a0, player->skelAnime.curFrame, player->unk_AF0); @@ -2298,7 +2298,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** *dList = leftHandDLists[sPlayerLod]; if (player->transformation == PLAYER_FORM_GORON) { - if (player->skelAnime.animation == &gPlayerAnim_pg_punchA) { + if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchA)) { func_80125CE0(player, D_801C0750, pos, rot); } } else if (player->transformation == PLAYER_FORM_ZORA) { @@ -2306,10 +2306,10 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** func_801242B4(player)) { *dList = gLinkZoraLeftHandOpenDL; } else { - s32 phi_a1 = (player->skelAnime.animation == &gPlayerAnim_pz_gakkistart) && + s32 phi_a1 = (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_gakkistart)) && (player->skelAnime.curFrame >= 6.0f); - if (phi_a1 || (player->skelAnime.animation == &gPlayerAnim_pz_gakkiplay)) { + if (phi_a1 || (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_gakkiplay))) { *dList = object_link_zora_DL_00E2A0; func_80125CE0(player, phi_a1 ? D_801C0538 : D_801C0560, pos, rot); } @@ -2348,7 +2348,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** } *dList = rightHandDLists[sPlayerLod]; - if (player->skelAnime.animation == &gPlayerAnim_pg_punchB) { + if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchB)) { func_80125CE0(player, D_801C0784, pos, rot); } } @@ -2757,19 +2757,19 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) { OPEN_DISPS(play->state.gfxCtx); - if ((player->skelAnime.animation != &gPlayerAnim_pz_gakkiplay) && - (player->skelAnime.animation != &gPlayerAnim_pz_fishswim)) { - if (player->skelAnime.animation == &gPlayerAnim_pz_gakkistart) { + if ((!BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_gakkiplay)) && + (!BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_fishswim))) { + if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_gakkistart)) { func_80124618(D_801C0580, player->skelAnime.curFrame, player->unk_AF0); - } else if (player->skelAnime.animation == &gPlayerAnim_pz_waterroll) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_waterroll)) { func_80124618(D_801C05A8, player->skelAnime.curFrame, player->unk_AF0); - } else if (player->skelAnime.animation == &gPlayerAnim_pz_swimtowait) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_swimtowait)) { func_80124618(D_801C05D8, player->skelAnime.curFrame, player->unk_AF0); - } else if (player->skelAnime.animation == &gPlayerAnim_pz_bladeon) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_bladeon)) { func_80124618(D_801C07F0, player->skelAnime.curFrame, player->unk_AF0); - } else if (player->skelAnime.animation == &gPlayerAnim_pz_jumpAT) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_jumpAT)) { func_80124618(D_801C0820, player->skelAnime.curFrame, player->unk_AF0); - } else if (player->skelAnime.animation == &gPlayerAnim_pz_jumpATend) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_jumpATend)) { func_80124618(D_801C0838, player->skelAnime.curFrame, player->unk_AF0); } else if (player->heldItemAction == PLAYER_IA_ZORA_FINS) { player->unk_AF0[0].x = 1.0f; @@ -2797,15 +2797,15 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) { Matrix_Pop(); } - if (player->skelAnime.animation == &gPlayerAnim_pz_waterroll) { + if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_waterroll)) { func_80124618(D_801C05C8, player->skelAnime.curFrame, player->unk_AF0); D_801C05F0[0].unk_2.x = 50; D_801C05F0[0].unk_2.y = 50; D_801C05F0[0].unk_2.z = 50; D_801C05F0[1].unk_2 = D_801C05F0[0].unk_2; - } else if (player->skelAnime.animation == &gPlayerAnim_pz_swimtowait) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_swimtowait)) { func_80124618(D_801C05F0, player->skelAnime.curFrame, player->unk_AF0); - } else if (player->skelAnime.animation == &gPlayerAnim_pz_fishswim) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pz_fishswim)) { player->unk_AF0[0].x = (ABS_ALT(player->unk_B8A) * 0.00003f) + 0.5f; player->unk_AF0[0].y = player->unk_AF0[0].x; player->unk_AF0[0].z = player->unk_AF0[0].x; @@ -2843,19 +2843,19 @@ void func_80126BD0(PlayState* play, Player* player, s32 arg2) { s32 func_801271B0(PlayState* play, Player* player, s32 arg2) { if (player->transformation == PLAYER_FORM_DEKU) { - if (((player->skelAnime.animation == &gPlayerAnim_pn_kakku)) || - (player->skelAnime.animation == &gPlayerAnim_pn_kakkufinish) || - (player->skelAnime.animation == &gPlayerAnim_pn_rakkafinish) || - (player->skelAnime.animation == &gPlayerAnim_pn_batabata)) { + if ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_kakku)) || + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_kakkufinish)) || + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_rakkafinish)) || + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_batabata))) { struct_80124618** sp3C = D_801C0AF4; OPEN_DISPS(play->state.gfxCtx); - if (player->skelAnime.animation == &gPlayerAnim_pn_kakkufinish) { + if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_kakkufinish)) { sp3C = D_801C0AFC; - } else if (player->skelAnime.animation == &gPlayerAnim_pn_batabata) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_batabata)) { sp3C = D_801C0B0C; - } else if (player->skelAnime.animation == &gPlayerAnim_pn_rakkafinish) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_rakkafinish)) { sp3C = D_801C0B04; } @@ -3332,11 +3332,11 @@ void Player_DrawGreatFairysMask(PlayState* play, Player* player) { } s32 func_80128640(PlayState* play, Player* player, Gfx* dlist) { - s32 temp_v1 = player->skelAnime.animation == &gPlayerAnim_cl_maskoff; + s32 temp_v1 = BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_maskoff); f32 temp_f0; if (temp_v1 || - ((player->currentMask != PLAYER_MASK_NONE) && (player->skelAnime.animation == &gPlayerAnim_cl_setmask) && + ((player->currentMask != PLAYER_MASK_NONE) && (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_setmask)) && (temp_f0 = player->skelAnime.curFrame - 8.0f, (temp_f0 >= 0.0f)) && (temp_f0 < 4.0f)) || (player->stateFlags2 & PLAYER_STATE2_1000000)) { s32 mask; @@ -3450,7 +3450,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G Math_Vec3f_Copy(&player->leftHandWorld.pos, sPlayerCurBodyPartPos); if ((*dList1 != NULL) && !func_801271B0(play, player, 0) && !func_80128640(play, player, *dList1) && - (player->skelAnime.animation == &gPlayerAnim_pg_punchA)) { + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchA))) { func_80127488(play, player, D_801C0778[(s32)player->skelAnime.curFrame]); } @@ -3551,7 +3551,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G Matrix_Pop(); CLOSE_DISPS(play->state.gfxCtx); - } else if (player->skelAnime.animation == &gPlayerAnim_pg_punchB) { + } else if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_punchB)) { func_80127488(play, player, D_801C07AC[(s32)player->skelAnime.curFrame]); } else { func_801271B0(play, player, 1); @@ -3621,10 +3621,10 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G func_80126BD0(play, player, 1); } else if (limbIndex == PLAYER_LIMB_TORSO) { if (player->transformation == PLAYER_FORM_GORON) { - s32 temp_a0 = player->skelAnime.animation == &gPlayerAnim_pg_gakkistart; - s32 temp_v1_3 = player->skelAnime.animation == &gPlayerAnim_pg_gakkiwait; + s32 temp_a0 = BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_gakkistart); + s32 temp_v1_3 = BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_gakkiwait); - if ((temp_a0 || temp_v1_3 || (player->skelAnime.animation == &gPlayerAnim_pg_gakkiplay))) { + if ((temp_a0 || temp_v1_3 || (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pg_gakkiplay)))) { static Gfx* D_801C0DF0[] = { object_link_goron_DL_010590, object_link_goron_DL_010368, object_link_goron_DL_010140, object_link_goron_DL_00FF18, object_link_goron_DL_00FCF0, @@ -3678,7 +3678,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G //! FAKE if (((*dList1 != NULL) && ((((void)0, player->currentMask)) != (((void)0, PLAYER_MASK_NONE)))) && (((player->transformation == PLAYER_FORM_HUMAN) && - ((player->skelAnime.animation != &gPlayerAnim_cl_setmask) || (player->skelAnime.curFrame >= 12.0f))) || + ((!BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_setmask)) || (player->skelAnime.curFrame >= 12.0f))) || ((((player->transformation != PLAYER_FORM_HUMAN) && (player->currentMask >= PLAYER_MASK_FIERCE_DEITY)) && ((player->transformation + PLAYER_MASK_FIERCE_DEITY) != player->currentMask)) && (player->skelAnime.curFrame >= 10.0f)))) { @@ -3716,9 +3716,9 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G Matrix_Pop(); - if (((player->skelAnime.animation == &gPlayerAnim_cl_setmask) && + if (((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_setmask)) && (player->skelAnime.curFrame >= 51.0f)) || - (player->skelAnime.animation == &gPlayerAnim_cl_setmaskend)) { + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_cl_setmaskend))) { maskMinusOne += 4; } } @@ -3728,7 +3728,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G CLOSE_DISPS(play->state.gfxCtx); } } else if (player->transformation == PLAYER_FORM_DEKU) { - if (player->skelAnime.animation == &gPlayerAnim_pn_gurd) { + if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_gurd)) { OPEN_DISPS(play->state.gfxCtx); func_80124618(D_801C0410, player->skelAnime.curFrame, player->unk_AF0); @@ -3744,10 +3744,10 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G CLOSE_DISPS(play->state.gfxCtx); } else { - s32 temp_v1_5 = player->skelAnime.animation == &gPlayerAnim_pn_gakkistart; + s32 temp_v1_5 = BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_gakkistart); - if (temp_v1_5 || (player->skelAnime.animation == &gPlayerAnim_pn_gakkiplay) || - (player->skelAnime.animation == &gPlayerAnim_dl_kokeru)) { + if (temp_v1_5 || (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_gakkiplay)) || + (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_dl_kokeru))) { static Gfx* D_801C0E2C[] = { object_link_nuts_DL_007A28, object_link_nuts_DL_0077D0, object_link_nuts_DL_007548, object_link_nuts_DL_007900, object_link_nuts_DL_0076A0, @@ -3856,8 +3856,8 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &player->actor.focus.pos); Matrix_MultVec3f(&D_801C0E94, sPlayerCurBodyPartPos); - if ((player->skelAnime.animation == &gPlayerAnim_pn_drinkend) || - (player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) || + if ((BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_pn_drinkend)) || + (BEN_ANIM_EQUAL(player->skelAnimeUpper.animation, gPlayerAnim_pn_tamahaki)) || ((player->stateFlags3 & PLAYER_STATE3_40) && ((spA8 = player->heldActor) != NULL))) { if (spA8 != NULL) { static Vec3f D_801C0EA0 = { 1300.0f, -400.0f, 0.0f }; diff --git a/mm/src/overlays/actors/ovl_player_actor/z_player.c b/mm/src/overlays/actors/ovl_player_actor/z_player.c index 8dd790223..2914a4d0d 100644 --- a/mm/src/overlays/actors/ovl_player_actor/z_player.c +++ b/mm/src/overlays/actors/ovl_player_actor/z_player.c @@ -2675,12 +2675,12 @@ s32 func_8082ED94(Player* this) { PlayerAnimationHeader** entry; s32 i; - if ((this->skelAnime.animation != &gPlayerAnim_link_normal_newroll_jump_end_20f) && - (this->skelAnime.animation != &gPlayerAnim_link_normal_newside_jump_end_20f)) { - if ((this->skelAnime.animation != func_8082ED20(this)) || - (this->skelAnime.animation == &gPlayerAnim_cl_msbowait)) { + if (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_newroll_jump_end_20f) && + !BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_newside_jump_end_20f)) { + if (!BEN_ANIM_EQUAL(this->skelAnime.animation, func_8082ED20(this)) || + BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_msbowait)) { for (i = 0, entry = &sPlayerIdleAnimations[0][0]; i < ARRAY_COUNT_2D(sPlayerIdleAnimations); i++) { - if (this->skelAnime.animation == *entry) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, *entry)) { return i + 1; } entry++; @@ -2881,7 +2881,7 @@ void Player_InitItemActionWithAnim(PlayState* play, Player* this, PlayerItemActi this->stateFlags1 &= ~(PLAYER_STATE1_8 | PLAYER_STATE1_1000000); for (animGroup = 0; animGroup < PLAYER_ANIMGROUP_MAX; animGroup++) { - if (curAnim == **iter) { + if (BEN_ANIM_EQUAL(curAnim, **iter)) { break; } iter++; @@ -6773,8 +6773,8 @@ void func_80837134(PlayState* play, Player* this) { if (this->transformation == PLAYER_FORM_DEKU) { s32 var_v1 = false; - if ((this->skelAnime.animation == &gPlayerAnim_pn_rakkafinish) || - (this->skelAnime.animation == &gPlayerAnim_pn_kakkufinish)) { + if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_rakkafinish)) || + (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_kakkufinish))) { func_80836C70(play, this, PLAYER_BODYPART_LEFT_HAND); func_80836C70(play, this, PLAYER_BODYPART_RIGHT_HAND); var_v1 = true; @@ -6795,7 +6795,7 @@ void func_80837134(PlayState* play, Player* this) { } else { anim = D_8085C2A4[this->av1.actionVar1].unk_4; } - } else if (this->skelAnime.animation == &gPlayerAnim_link_normal_run_jump) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_run_jump)) { anim = &gPlayerAnim_link_normal_run_jump_end; } else if (func_80123420(this)) { anim = &gPlayerAnim_link_anchor_landingR; @@ -7605,8 +7605,8 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) { } Player_SetAction_PreserveItemAction(play, this, Player_Action_63, 0); if ((this->skelAnime.playSpeed < 0.0f) || - ((this->skelAnime.animation != D_8085D17C[this->transformation]) && - (this->skelAnime.animation != D_8085D190[this->transformation]))) { + ((!BEN_ANIM_EQUAL(this->skelAnime.animation, D_8085D17C[this->transformation])) && + (!BEN_ANIM_EQUAL(this->skelAnime.animation, D_8085D190[this->transformation])))) { func_8082DB90(play, this, D_8085D17C[this->transformation]); } this->stateFlags2 |= PLAYER_STATE2_8000000; @@ -8040,7 +8040,7 @@ s32 Player_ActionChange_11(Player* this, PlayState* play) { : &gPlayerAnim_clink_normal_defense_ALL; } - if (anim != this->skelAnime.animation) { + if (!BEN_ANIM_EQUAL(anim, this->skelAnime.animation)) { if (func_80123420(this)) { this->unk_B3C = 1.0f; } else { @@ -9686,9 +9686,9 @@ void Player_ChooseIdleAnim(PlayState* play, Player* this) { } endFrame = Animation_GetLastFrame(anim); - if ((this->skelAnime.animation == anim) || (this->skelAnime.animation == &gPlayerAnim_pz_attackAend) || - (this->skelAnime.animation == &gPlayerAnim_pz_attackBend) || - (this->skelAnime.animation == &gPlayerAnim_pz_attackCend)) { + if ((BEN_ANIM_EQUAL(this->skelAnime.animation, anim)) || (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pz_attackAend)) || + (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pz_attackBend)) || + (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pz_attackCend))) { morphFrames = 0.0f; } else { morphFrames = -6.0f; @@ -13126,7 +13126,7 @@ s32 func_80848094(PlayState* play, Player* this, f32* arg2, s16* arg3) { } } - if (anim != this->skelAnime.animation) { + if (!BEN_ANIM_EQUAL(anim, this->skelAnime.animation)) { func_8082E634(play, this, anim); return true; } @@ -13410,7 +13410,7 @@ s32 Player_UpperAction_7(Player* this, PlayState* play) { } if ((this->unk_ACE == 0) && (func_8082ED94(this) == 0) && - (this->skelAnime.animation == &gPlayerAnim_link_bow_side_walk)) { + (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_bow_side_walk))) { PlayerAnimation_PlayOnce(play, &this->skelAnimeUpper, D_8085D5E4[index]); this->unk_ACE = -1; } else if (PlayerAnimation_Update(play, &this->skelAnimeUpper)) { @@ -13551,7 +13551,7 @@ s32 Player_UpperAction_12(Player* this, PlayState* play) { Player_SetUpperAction(play, this, Player_UpperAction_13); PlayerAnimation_PlayLoop(play, &this->skelAnimeUpper, &gPlayerAnim_pz_cutterwaitanim); } - if (this->skelAnimeUpper.animation == &gPlayerAnim_pz_cutterwaitanim) { + if (BEN_ANIM_EQUAL(this->skelAnimeUpper.animation, gPlayerAnim_pz_cutterwaitanim)) { func_80831010(this, play); } return true; @@ -13873,8 +13873,8 @@ void Player_Action_4(Player* this, PlayState* play) { } if (animFinished || - ((this->currentMask == PLAYER_MASK_SCENTS) && (this->skelAnime.animation != &gPlayerAnim_cl_msbowait)) || - ((this->currentMask != PLAYER_MASK_SCENTS) && (this->skelAnime.animation == &gPlayerAnim_cl_msbowait))) { + ((this->currentMask == PLAYER_MASK_SCENTS) && (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_msbowait))) || + ((this->currentMask != PLAYER_MASK_SCENTS) && (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_msbowait)))) { if (this->av2.actionVar2 != 0) { if (DECR(this->av2.actionVar2) == 0) { this->skelAnime.endFrame = this->skelAnime.animLength - 1.0f; @@ -13914,7 +13914,7 @@ void Player_Action_4(Player* this, PlayState* play) { } else { Math_ScaledStepToS(&this->actor.shape.rot.y, yawTarget, 0x4B0); this->currentYaw = this->actor.shape.rot.y; - if (func_8082ED20(this) == this->skelAnime.animation) { + if (BEN_ANIM_EQUAL(func_8082ED20(this), this->skelAnime.animation)) { func_8083C6E8(this, play); } } @@ -13935,7 +13935,7 @@ void Player_Action_5(Player* this, PlayState* play) { PlayerAnimation_SetUpdateFunction(&this->skelAnime); this->skelAnime.animation = func_8082EFE4(this); - if (this->skelAnime.animation == &gPlayerAnim_link_bow_side_walk) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_bow_side_walk)) { var_fv0 = 24.0f; var_fv1 = -(MREG(95) / 100.0f); } else { @@ -14340,7 +14340,7 @@ void Player_Action_16(Player* this, PlayState* play) { } void Player_Action_17(Player* this, PlayState* play) { - if (this->skelAnime.animation == &gPlayerAnim_link_normal_backspace) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_backspace)) { if (PlayerAnimation_Update(play, &this->skelAnime)) { func_8082E794(this); func_8082E438(play, this, D_8085BE84[PLAYER_ANIMGROUP_31][this->modelAnimType]); @@ -14617,9 +14617,9 @@ void Player_Action_24(Player* this, PlayState* play) { if (this == GET_PLAYER(play)) { func_80840770(play, this); } - } else if (this->skelAnime.animation == &gPlayerAnim_link_derth_rebirth) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_derth_rebirth)) { Player_PlayAnimSfx(this, D_8085D60C); - } else if ((this->skelAnime.animation == &gPlayerAnim_link_normal_electric_shock_end) && + } else if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_electric_shock_end)) && PlayerAnimation_OnFrame(&this->skelAnime, 88.0f)) { Player_AnimSfx_PlayFloor(this, NA_SE_PL_BOUND); } @@ -14654,7 +14654,7 @@ void Player_Action_25(Player* this, PlayState* play) { } PlayerAnimation_Update(play, &this->skelAnime); - if ((this->skelAnime.animation == &gPlayerAnim_link_normal_newroll_jump_20f) && + if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_newroll_jump_20f)) && PlayerAnimation_OnFrame(&this->skelAnime, 4.0f)) { Player_PlaySfx(this, NA_SE_PL_ROLL); } @@ -14665,7 +14665,7 @@ void Player_Action_25(Player* this, PlayState* play) { func_808378FC(play, this); func_8083CBC4(this, speedTarget * 0.5f, yawTarget, 2.0f, 0.2f, 0.1f, 0x190); - if (this->skelAnime.animation == &gPlayerAnim_pn_attack) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_attack)) { this->stateFlags2 |= (PLAYER_STATE2_20 | PLAYER_STATE2_40); this->unk_B10[0] += -800.0f; @@ -15045,7 +15045,7 @@ void Player_Action_33(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_20; animFinished = PlayerAnimation_Update(play, &this->skelAnime); - if (this->skelAnime.animation == &gPlayerAnim_link_normal_250jump_start) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_250jump_start)) { this->linearVelocity = 1.0f; if (PlayerAnimation_OnFrame(&this->skelAnime, 8.0f)) { f32 speed = this->yDistToLedge; @@ -15078,14 +15078,14 @@ void Player_Action_33(Player* this, PlayState* play) { } frame = 0.0f; - if (this->skelAnime.animation == &gPlayerAnim_link_swimer_swim_15step_up) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_swimer_swim_15step_up)) { if (PlayerAnimation_OnFrame(&this->skelAnime, 30.0f)) { func_8083B32C(play, this, 10.0f); } frame = 50.0f; - } else if (this->skelAnime.animation == &gPlayerAnim_link_normal_150step_up) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_150step_up)) { frame = 30.0f; - } else if (this->skelAnime.animation == &gPlayerAnim_link_normal_100step_up) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_100step_up)) { frame = 16.0f; } @@ -15094,7 +15094,7 @@ void Player_Action_33(Player* this, PlayState* play) { Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_CLIMB_END); } - if ((this->skelAnime.animation == &gPlayerAnim_link_normal_100step_up) || (this->skelAnime.curFrame > 5.0f)) { + if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_100step_up)) || (this->skelAnime.curFrame > 5.0f)) { if (this->av2.actionVar2 == 0) { Player_AnimSfx_PlayFloorJump(this); this->av2.actionVar2 = 1; @@ -15561,7 +15561,7 @@ void Player_Action_44(Player* this, PlayState* play) { AnimationContext_SetCopyFalse(play, this->skelAnime.limbCount, this->skelAnime.jointTable, this->skelAnimeUpper.jointTable, sPlayerUpperBodyLimbCopyMap); } else if (!(this->stateFlags1 & PLAYER_STATE1_800) && - (this->skelAnime.animation == &gPlayerAnim_link_normal_talk_free_wait)) { + (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_talk_free_wait))) { s32 temp_v0 = this->actor.focus.rot.y - this->actor.shape.rot.y; if (ABS_ALT(temp_v0) > 0xFA0) { @@ -15710,7 +15710,7 @@ void Player_Action_48(Player* this, PlayState* play) { } else if (this->av1.actionVar1 == 0) { f32 frame; - if (this->skelAnime.animation == &gPlayerAnim_link_normal_fall) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_fall)) { frame = 11.0f; } else { frame = 1.0f; @@ -15718,7 +15718,7 @@ void Player_Action_48(Player* this, PlayState* play) { if (PlayerAnimation_OnFrame(&this->skelAnime, frame)) { Player_AnimSfx_PlayFloor(this, NA_SE_PL_WALK_GROUND); - if (this->skelAnime.animation == &gPlayerAnim_link_normal_fall) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_fall)) { this->av1.actionVar1 = 1; } else { this->av1.actionVar1 = -1; @@ -16089,7 +16089,7 @@ void Player_Action_52(Player* this, PlayState* play) { Player_AnimationPlayOnce(play, this, &gPlayerAnim_link_uma_wait_3); } else if (PlayerAnimation_Update(play, &this->skelAnime)) { this->av2.actionVar2 = 0x63; - } else if (this->skelAnime.animation == &gPlayerAnim_link_uma_wait_1) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_uma_wait_1)) { Player_PlayAnimSfx(this, D_8085D6E8); } } else { @@ -16123,7 +16123,7 @@ void Player_Action_52(Player* this, PlayState* play) { this->av1.actionVar1 = 0; } - if (this->skelAnimeUpper.animation == &gPlayerAnim_link_uma_stop_muti) { + if (BEN_ANIM_EQUAL(this->skelAnimeUpper.animation, gPlayerAnim_link_uma_stop_muti)) { if (PlayerAnimation_OnFrame(&this->skelAnimeUpper, 23.0f)) { Player_PlaySfx(this, NA_SE_IT_LASH); Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_LASH); @@ -16751,7 +16751,7 @@ void func_80851F18(PlayState* play, Player* this) { // Goron playing the drums? void func_808521E0(PlayState* play, Player* this) { if (func_80851C40(play, this)) { - if (this->skelAnime.animation != &gPlayerAnim_pg_gakkiplay) { + if (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pg_gakkiplay)) { func_8082DB60(play, this, &gPlayerAnim_pg_gakkiplay); } @@ -16856,7 +16856,7 @@ void func_808525C4(PlayState* play, Player* this) { void Player_Action_63(Player* this, PlayState* play) { if ((this->unk_AA5 != PLAYER_UNKAA5_4) && ((PlayerAnimation_Update(play, &this->skelAnime) && - (this->skelAnime.animation == D_8085D17C[this->transformation])) || + (BEN_ANIM_EQUAL(this->skelAnime.animation, D_8085D17C[this->transformation]))) || ((this->skelAnime.mode == 0) && (this->av2.actionVar2 == 0)))) { func_808525C4(play, this); if (!(this->actor.flags & ACTOR_FLAG_20000000) || (this->unk_A90->id == ACTOR_EN_ZOT)) { @@ -17030,7 +17030,7 @@ void Player_Action_65(Player* this, PlayState* play) { func_80833B18(play, this, 3, 0.0f, 0.0f, 0, 20); } } else { - if (this->skelAnime.animation == &gPlayerAnim_link_normal_box_kick) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_normal_box_kick)) { func_8082DB90(play, this, (this->transformation == PLAYER_FORM_DEKU) ? &gPlayerAnim_pn_getB : &gPlayerAnim_link_demo_get_itemB); @@ -17055,11 +17055,11 @@ void Player_Action_65(Player* this, PlayState* play) { Player_PlayAnimSfx(this, D_8085D74C); } } else { - if ((this->skelAnime.animation == &gPlayerAnim_link_demo_get_itemB) || - (this->skelAnime.animation == &gPlayerAnim_pn_getB)) { + if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_demo_get_itemB)) || + (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_getB))) { Math_ScaledStepToS(&this->actor.shape.rot.y, BINANG_ADD(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)), 0x8000), 0xFA0); - } else if ((this->skelAnime.animation == &gPlayerAnim_pn_getA) && + } else if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_getA)) && PlayerAnimation_OnFrame(&this->skelAnime, 10.0f)) { Player_AnimSfx_PlayFloorLand(this); } @@ -17576,7 +17576,7 @@ void Player_Action_77(Player* this, PlayState* play) { this->stateFlags2 |= PLAYER_STATE2_4000; } else { PlayerAnimation_Update(play, &this->skelAnime); - if ((this->skelAnime.animation == &gPlayerAnim_link_derth_rebirth) && + if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_derth_rebirth)) && PlayerAnimation_OnFrame(&this->skelAnime, 60.0f)) { Player_AnimSfx_PlayFloor(this, NA_SE_PL_BOUND); Player_AnimSfx_PlayVoice(this, NA_SE_VO_LI_DAMAGE_S); @@ -17964,10 +17964,10 @@ AnimSfxEntry D_8085D904[] = { }; void func_80855218(PlayState* play, Player* this, struct_8085D910** arg2) { - if (PlayerAnimation_Update(play, &this->skelAnime) && (this->skelAnime.animation == &gPlayerAnim_cl_setmask)) { + if (PlayerAnimation_Update(play, &this->skelAnime) && (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_setmask))) { func_8082DB60(play, this, &gPlayerAnim_cl_setmaskend); - } else if ((this->skelAnime.animation == &gPlayerAnim_cl_setmask) || - (this->skelAnime.animation == &gPlayerAnim_cl_setmaskend)) { + } else if ((BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_setmask)) || + (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_setmaskend))) { if (this->av1.actionVar1 >= 58) { Math_StepToS(&this->av2.actionVar2, 255, 50); } @@ -17984,7 +17984,7 @@ void func_80855218(PlayState* play, Player* this, struct_8085D910** arg2) { Math_StepToF(&this->unk_B10[3], -0.1f, 0.1f); } - if ((R_PLAY_FILL_SCREEN_ON == 0) && (this->skelAnime.animation == &gPlayerAnim_cl_setmask)) { + if ((R_PLAY_FILL_SCREEN_ON == 0) && (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_setmask))) { Player_PlayAnimSfx(this, D_8085D8F0); } } else { @@ -18247,7 +18247,7 @@ void Player_Action_92(Player* this, PlayState* play) { this->stateFlags2 &= ~PLAYER_STATE2_400; this->actor.bgCheckFlags |= BGCHECKFLAG_GROUND; this->stateFlags3 |= PLAYER_STATE3_10000; - } else if ((this->skelAnime.animation != &gPlayerAnim_link_hook_fly_start) || (this->skelAnime.curFrame >= 4.0f)) { + } else if ((!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_link_hook_fly_start)) || (this->skelAnime.curFrame >= 4.0f)) { this->actor.gravity = 0.0f; Math_ScaledStepToS(&this->actor.shape.rot.x, this->actor.world.rot.x, 0x800); Player_RequestRumble(play, this, 100, 2, 100, SQ(0)); @@ -18573,7 +18573,7 @@ void Player_Action_94(Player* this, PlayState* play) { if ((this->av2.actionVar2 != 0) && (temp_fv1 > 300.0f)) { sp76 = 0x1770; - if (this->skelAnime.animation != &gPlayerAnim_pn_kakku) { + if (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_kakku)) { func_8082E5EC(play, this, &gPlayerAnim_pn_kakkufinish); } else if (PlayerAnimation_OnFrame(&this->skelAnime, 8.0f)) { s32 i; @@ -18594,7 +18594,7 @@ void Player_Action_94(Player* this, PlayState* play) { } else { sp76 = 0x1770 - (s32)((300.0f - temp_fv1) * 10.0f); - if (this->skelAnime.animation != &gPlayerAnim_pn_batabata) { + if (!BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_batabata)) { func_8082E55C(play, this, &gPlayerAnim_pn_batabata); } else if (PlayerAnimation_OnFrame(&this->skelAnime, 6.0f)) { Player_PlaySfx(this, NA_SE_PL_DEKUNUTS_STRUGGLE); @@ -18703,7 +18703,7 @@ void Player_Action_95(Player* this, PlayState* play) { if (Math_StepToF(&this->unk_B10[1], 0.0f, this->unk_B10[0])) { this->actor.shape.rot.y = this->currentYaw; func_8083B2E4(this, play); - } else if (this->skelAnime.animation == &gPlayerAnim_pn_attack) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_pn_attack)) { this->stateFlags3 |= PLAYER_STATE3_100000; if (this->unk_B10[1] < 0.0f) { @@ -19307,7 +19307,7 @@ void Player_CsAnim_11(PlayState* play, Player* this, void* cue) { } void func_80858FE8(Player* this) { - if (this->skelAnime.animation == &gPlayerAnim_lost_horse_wait) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_lost_horse_wait)) { Player_AnimSfx_PlayFloor(this, NA_SE_PL_SLIP_LEVEL - SFX_FLAG); Player_PlaySfx(this, NA_SE_VO_LK_DRAGGED_DAMAGE - SFX_FLAG); } @@ -19410,17 +19410,17 @@ void Player_CsAnim_12(PlayState* play, Player* this, void* anim) { this->av2.actionVar2 = 1; } - if (this->skelAnime.animation == &gPlayerAnim_okiagaru_tatu) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_okiagaru_tatu)) { Player_PlayAnimSfx(this, D_8085DA08); - } else if (this->skelAnime.animation == &gPlayerAnim_lost_horse) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_lost_horse)) { Player_PlayAnimSfx(this, D_8085DA14); - } else if (this->skelAnime.animation == &gPlayerAnim_sirimochi) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_sirimochi)) { Player_PlayAnimSfx(this, D_8085DA38); - } else if (this->skelAnime.animation == &gPlayerAnim_alink_somukeru) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_alink_somukeru)) { Player_PlayAnimSfx(this, D_8085DA7C); - } else if (this->skelAnime.animation == &gPlayerAnim_al_fuwafuwa) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_al_fuwafuwa)) { Player_PlayAnimSfx(this, D_8085DA84); - } else if (this->skelAnime.animation == &gPlayerAnim_cl_umanoru) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_umanoru)) { Player_PlayAnimSfx(this, D_8085DA90); } else { func_80858FE8(this); @@ -20120,7 +20120,7 @@ void Player_CsAction_29(PlayState* play, Player* this, CsCmdActorCue* cue) { void Player_CsAction_30(PlayState* play, Player* this, CsCmdActorCue* cue) { if ((PlayerAnimation_Update(play, &this->skelAnime)) && - (this->skelAnime.animation == D_8085D17C[this->transformation])) { + (BEN_ANIM_EQUAL(this->skelAnime.animation, D_8085D17C[this->transformation]))) { func_808525C4(play, this); return; } @@ -20139,9 +20139,9 @@ void Player_CsAction_32(PlayState* play, Player* this, CsCmdActorCue* cue) { func_8082EB18(play, this, &gPlayerAnim_cl_umamiage_loop); } - if (this->skelAnime.animation == &gPlayerAnim_cl_nigeru) { + if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_nigeru)) { Player_PlayAnimSfx(this, D_8085DA48); - } else if (this->skelAnime.animation == &gPlayerAnim_alink_rakkatyu) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_alink_rakkatyu)) { Actor_PlaySfx_FlaggedCentered1(&this->actor, NA_SE_PL_FLYING_AIR - SFX_FLAG); } else { func_80858FE8(this); @@ -20151,9 +20151,9 @@ void Player_CsAction_32(PlayState* play, Player* this, CsCmdActorCue* cue) { void Player_CsAction_33(PlayState* play, Player* this, CsCmdActorCue* cue) { if (PlayerAnimation_Update(play, &this->skelAnime)) { Player_CsAction_16(play, this, cue); - } else if (this->skelAnime.animation == &gPlayerAnim_al_fuwafuwa_modori) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_al_fuwafuwa_modori)) { Player_PlayAnimSfx(this, D_8085DA88); - } else if (this->skelAnime.animation == &gPlayerAnim_cl_jibun_miru) { + } else if (BEN_ANIM_EQUAL(this->skelAnime.animation, gPlayerAnim_cl_jibun_miru)) { Player_PlayAnimSfx(this, D_8085DA8C); } } @@ -20576,7 +20576,7 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) { : &gPlayerAnim_link_normal_talk_free); } - if (player->skelAnime.animation == &gPlayerAnim_link_normal_backspace) { + if (BEN_ANIM_EQUAL(player->skelAnime.animation, gPlayerAnim_link_normal_backspace)) { func_8082E920(play, player, ANIM_FLAG_1 | ANIM_FLAG_8 | ANIM_FLAG_NOMOVE); } func_8082DAD4(player);