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11 changes: 8 additions & 3 deletions src/overlays/actors/ovl_player_actor/z_player.c
Original file line number Diff line number Diff line change
Expand Up @@ -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);
Expand Down Expand Up @@ -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) {
Expand Down Expand Up @@ -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);
Expand Down