diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 84dd1e6f522..f2856f22ada 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -289,7 +289,7 @@ void Player_Action_808423EC(Player* this, PlayState* play); void Player_Action_8084251C(Player* this, PlayState* play); void Player_Action_80843188(Player* this, PlayState* play); void Player_Action_808435C4(Player* this, PlayState* play); -void Player_Action_8084370C(Player* this, PlayState* play); +void Player_Action_DamageAnimation(Player* this, PlayState* play); void Player_Action_8084377C(Player* this, PlayState* play); void Player_Action_80843954(Player* this, PlayState* play); void Player_Action_80843A38(Player* this, PlayState* play); @@ -4725,7 +4725,7 @@ void func_80837C0C(PlayState* play, Player* this, s32 hitResponseType, f32 speed sp28 = D_808544B0; - Player_SetupAction(play, this, Player_Action_8084370C, 0); + Player_SetupAction(play, this, Player_Action_DamageAnimation, 0); func_80833C3C(this); if (this->actor.colChkInfo.damage < 5) { @@ -9278,7 +9278,12 @@ void Player_Action_808435C4(Player* this, PlayState* play) { } } -void Player_Action_8084370C(Player* this, PlayState* play) { +/** + * Action when playing take damage animation when not running. + * This action is setup early in the gameframe and thus run on the same frame + * (replacing the previous player action). + */ +void Player_Action_DamageAnimation(Player* this, PlayState* play) { s32 interruptResult; Player_DecelerateToZero(this);