diff --git a/assets/xml/objects/object_link_boy.xml b/assets/xml/objects/object_link_boy.xml
index cbdeaab2dc..7e7d50c08f 100644
--- a/assets/xml/objects/object_link_boy.xml
+++ b/assets/xml/objects/object_link_boy.xml
@@ -225,17 +225,17 @@
-
-
-
-
-
+
+
+
+
+
-
-
-
-
+
+
+
+
diff --git a/assets/xml/objects/object_link_child.xml b/assets/xml/objects/object_link_child.xml
index 23a07b3855..046be98ff3 100644
--- a/assets/xml/objects/object_link_child.xml
+++ b/assets/xml/objects/object_link_child.xml
@@ -186,17 +186,17 @@
-
-
-
-
-
+
+
+
+
+
-
-
-
-
+
+
+
+
diff --git a/include/face_change.h b/include/face_change.h
new file mode 100644
index 0000000000..6a5573765a
--- /dev/null
+++ b/include/face_change.h
@@ -0,0 +1,12 @@
+#ifndef FACE_CHANGE_H
+#define FACE_CHANGE_H
+
+typedef struct {
+ /* 0x00 */ s16 face;
+ /* 0x02 */ s16 timer;
+} FaceChange; // size = 0x4
+
+s16 FaceChange_UpdateBlinking(FaceChange* faceChange, s16 blinkIntervalBase, s16 blinkIntervalRandRange, s16 blinkDuration);
+s16 FaceChange_UpdateRandomSet(FaceChange* faceChange, s16 changeTimerBase, s16 changeTimerRandRange, s16 faceSetRange);
+
+#endif
diff --git a/include/functions.h b/include/functions.h
index 9b3e0bf72c..35b378a7a8 100644
--- a/include/functions.h
+++ b/include/functions.h
@@ -443,7 +443,6 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player);
Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory);
void Enemy_StartFinishingBlow(PlayState* play, Actor* actor);
-s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3);
void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play);
void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
s16 objectSlot);
diff --git a/include/z64actor.h b/include/z64actor.h
index 088a90ab75..73643c3508 100644
--- a/include/z64actor.h
+++ b/include/z64actor.h
@@ -134,7 +134,7 @@ typedef struct {
typedef struct {
/* 0x00 */ Vec3s rot; // Current actor shape rotation
- /* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player
+ /* 0x06 */ s16 face; // Used to index eyes and mouth textures. Only used by player
/* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units
/* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function
/* 0x10 */ f32 shadowScale; // Changes the size of the shadow
diff --git a/include/z64player.h b/include/z64player.h
index f47160bdba..099476ac26 100644
--- a/include/z64player.h
+++ b/include/z64player.h
@@ -3,6 +3,7 @@
#include "z64actor.h"
#include "alignment.h"
+#include "face_change.h"
struct Player;
@@ -228,6 +229,52 @@ typedef enum {
/* 3 */ PLAYER_DOORTYPE_FAKE
} PlayerDoorType;
+typedef enum {
+ /* 0 */ PLAYER_FACEPART_EYES,
+ /* 1 */ PLAYER_FACEPART_MOUTH,
+ /* 2 */ PLAYER_FACEPART_MAX
+} PlayerFacePart;
+
+typedef enum {
+ /* 0 */ PLAYER_EYES_OPEN,
+ /* 1 */ PLAYER_EYES_HALF,
+ /* 2 */ PLAYER_EYES_CLOSED,
+ /* 3 */ PLAYER_EYES_LEFT,
+ /* 4 */ PLAYER_EYES_RIGHT,
+ /* 5 */ PLAYER_EYES_WIDE,
+ /* 6 */ PLAYER_EYES_DOWN,
+ /* 7 */ PLAYER_EYES_WINCING,
+ /* 8 */ PLAYER_EYES_MAX
+} PlayerEyes;
+
+typedef enum {
+ /* 0 */ PLAYER_MOUTH_CLOSED,
+ /* 1 */ PLAYER_MOUTH_HALF,
+ /* 2 */ PLAYER_MOUTH_OPEN,
+ /* 3 */ PLAYER_MOUTH_SMILE,
+ /* 4 */ PLAYER_MOUTH_MAX
+} PlayerMouth;
+
+typedef enum {
+ /* 0 */ PLAYER_FACE_NEUTRAL, // eyes open and mouth closed
+ /* 1 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF, // eyes half open and mouth closed
+ /* 2 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED, // eyes and mouth closed
+ /* 3 */ PLAYER_FACE_NEUTRAL_2, // same as `PLAYER_FACE_NEUTRAL`
+ /* 4 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF_2, // same as `PLAYER_FACE_NEUTRAL_BLINKING_HALF`
+ /* 5 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2, // same as `PLAYER_FACE_NEUTRAL_BLINKING_CLOSED`
+ /* 6 */ PLAYER_FACE_LOOK_RIGHT, // eyes looking right and mouth closed
+ /* 7 */ PLAYER_FACE_SURPRISED, // wide eyes and grimacing mouth
+ /* 8 */ PLAYER_FACE_HURT, // eyes wincing in pain and mouth open
+ /* 9 */ PLAYER_FACE_GASP, // eyes and mouth open
+ /* 10 */ PLAYER_FACE_LOOK_LEFT, // eyes looking left and mouth closed
+ /* 11 */ PLAYER_FACE_LOOK_RIGHT_2, // duplicate of `PLAYER_FACE_LOOK_RIGHT`
+ /* 12 */ PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN, // eyes closed and mouth open
+ /* 13 */ PLAYER_FACE_OPENING, // eyes and mouth both halfway open
+ /* 14 */ PLAYER_FACE_EYES_AND_MOUTH_OPEN, // eyes and mouth open
+ /* 15 */ PLAYER_FACE_NEUTRAL_3, // same as `PLAYER_FACE_NEUTRAL` and `PLAYER_FACE_NEUTRAL_2`
+ /* 16 */ PLAYER_FACE_MAX
+} PlayerFace;
+
typedef enum {
/* 0x00 */ PLAYER_MODELGROUP_0, // unused (except for a bug in `Player_OverrideLimbDrawPause`)
/* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, //hold sword only. used for holding sword only as child link with hylian shield equipped
@@ -705,7 +752,7 @@ typedef struct Player {
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
- /* 0x03A8 */ s16 unk_3A8[2];
+ /* 0x03A8 */ FaceChange faceChange;
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index d9b7f579c5..128fa94d87 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -3189,33 +3189,64 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) {
SfxSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
}
-s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
- if (DECR(arg0[1]) == 0) {
- arg0[1] = Rand_S16Offset(arg1, arg2);
+/**
+ * Updates `FaceChange` data for a blinking pattern.
+ * This system expects that the actor using the system has defined 3 faces in this exact order:
+ * "eyes open", "eyes half open", "eyes closed".
+ *
+ * @param faceChange pointer to an actor's faceChange data
+ * @param blinkIntervalBase The base number of frames between blinks
+ * @param blinkIntervalRandRange The range for a random number of frames that can be added to `blinkIntervalBase`
+ * @param blinkDuration The number of frames it takes for a single blink to occur
+ */
+s16 FaceChange_UpdateBlinking(FaceChange* faceChange, s16 blinkIntervalBase, s16 blinkIntervalRandRange,
+ s16 blinkDuration) {
+ if (DECR(faceChange->timer) == 0) {
+ faceChange->timer = Rand_S16Offset(blinkIntervalBase, blinkIntervalRandRange);
}
- if ((arg0[1] - arg3) > 0) {
- arg0[0] = 0;
- } else if (((arg0[1] - arg3) > -2) || (arg0[1] < 2)) {
- arg0[0] = 1;
+ if ((faceChange->timer - blinkDuration) > 0) {
+ // `timer - duration` is positive so this is the default state: "eyes open" face
+ faceChange->face = 0;
+ } else if (((faceChange->timer - blinkDuration) > -2) || (faceChange->timer < 2)) {
+ // This condition aims to catch both cases where the "eyes half open" face is needed.
+ // Note that the comparison assumes the duration of the "eyes half open" phase is 2 frames, irrespective of the
+ // value of `blinkDuration`. The duration for the "eyes closed" phase is `blinkDuration - 4`.
+ // For Player's use case `blinkDuration` is 6, so the "eyes closed" phase happens to have
+ // the same duration as each "eyes half open" phase.
+ faceChange->face = 1;
} else {
- arg0[0] = 2;
+ // If both conditions above fail, the only possibility left is the "eyes closed" face
+ faceChange->face = 2;
}
- return arg0[0];
+ return faceChange->face;
}
-s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) {
- if (DECR(arg0[1]) == 0) {
- arg0[1] = Rand_S16Offset(arg1, arg2);
- arg0[0]++;
+/**
+ * Updates `FaceChange` data for randomly selected face sets.
+ * Each set contains 3 faces. After the timer runs out, the next face in the set is used.
+ * After the third face in a set is used, a new face set is randomly chosen.
+ *
+ * @param faceChange pointer to an actor's faceChange data
+ * @param changeTimerBase The base number of frames between each face change
+ * @param changeTimerRandRange The range for a random number of frames that can be added to `changeTimerBase`
+ * @param faceSetRange The max number of face sets that will be chosen from
+ */
+s16 FaceChange_UpdateRandomSet(FaceChange* faceChange, s16 changeTimerBase, s16 changeTimerRandRange,
+ s16 faceSetRange) {
+ if (DECR(faceChange->timer) == 0) {
+ faceChange->timer = Rand_S16Offset(changeTimerBase, changeTimerRandRange);
+ faceChange->face++;
- if ((arg0[0] % 3) == 0) {
- arg0[0] = (s32)(Rand_ZeroOne() * arg3) * 3;
+ if ((faceChange->face % 3) == 0) {
+ // Randomly chose a "set number", then multiply by 3 because each set has 3 faces.
+ // This will use the first face in the newly chosen set.
+ faceChange->face = (s32)(Rand_ZeroOne() * faceSetRange) * 3;
}
}
- return arg0[0];
+ return faceChange->face;
}
void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 5fc1c4863d..77f0cd0356 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -813,41 +813,94 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
return envHazard + 1;
}
-u8 sEyeMouthIndices[][2] = {
- { 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 },
- { 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 },
+u8 sPlayerFaces[PLAYER_FACE_MAX][PLAYER_FACEPART_MAX] = {
+ // The first 6 faces defined must be default blinking faces. See relevant code in `Player_UpdateCommon`.
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL
+ { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF
+ { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED
+
+ // This duplicate set of blinking faces is defined because Player will choose between the first and second set
+ // based on gameplayFrames. See relevant code in `Player_UpdateCommon`.
+ // This, in theory, allows for psuedo-random variance in the faces used. But in practice, duplicate faces are used.
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_2
+ { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF_2
+ { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2
+
+ // The rest of these faces go unused. Face data encoded within animations handles all other faces.
+ { PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
+ { PLAYER_EYES_WIDE, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED
+ { PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP
+ { PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
+ { PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT_2
+ { PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN
+ { PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_3
};
/**
- * Link's eye and mouth textures are placed at the exact same place in adult and child Link's respective object files.
+ * Link's eyes and mouth textures are placed at the exact same place in adult and child Link's respective object files.
* This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for
* shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols
* from adult Link's object are used here.
*/
#ifndef AVOID_UB
-void* sEyeTextures[] = {
- gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
- gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex,
+void* sEyeTextures[PLAYER_EYES_MAX] = {
+ gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
+ gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
+ gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
+ gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
+ gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
+ gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
+ gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
};
-void* sMouthTextures[] = {
- gLinkAdultMouth1Tex,
- gLinkAdultMouth2Tex,
- gLinkAdultMouth3Tex,
- gLinkAdultMouth4Tex,
+void* sMouthTextures[PLAYER_MOUTH_MAX] = {
+ gLinkAdultMouthClosedTex, // PLAYER_MOUTH_CLOSED
+ gLinkAdultMouthHalfTex, // PLAYER_MOUTH_HALF
+ gLinkAdultMouthOpenTex, // PLAYER_MOUTH_OPEN
+ gLinkAdultMouthSmileTex, // PLAYER_MOUTH_SMILE
};
#else
// Defining `AVOID_UB` will use a 2D array instead and properly use the child link pointers to allow for shifting.
-void* sEyeTextures[][8] = {
- { gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
- gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex },
- { gLinkChildEyesOpenTex, gLinkChildEyesHalfTex, gLinkChildEyesClosedfTex, gLinkChildEyesRollLeftTex,
- gLinkChildEyesRollRightTex, gLinkChildEyesShockTex, gLinkChildEyesUnk1Tex, gLinkChildEyesUnk2Tex },
+void* sEyeTextures[][PLAYER_EYES_MAX] = {
+ {
+ gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
+ gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
+ gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
+ gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
+ gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
+ gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
+ gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
+ },
+ {
+ gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
+ gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
+ gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkChildEyesLeftTex, // PLAYER_EYES_LEFT
+ gLinkChildEyesRightTex, // PLAYER_EYES_RIGHT
+ gLinkChildEyesWideTex, // PLAYER_EYES_WIDE
+ gLinkChildEyesDownTex, // PLAYER_EYES_DOWN
+ gLinkChildEyesWincingTex, // PLAYER_EYES_WINCING
+ },
};
-void* sMouthTextures[][4] = {
- { gLinkAdultMouth1Tex, gLinkAdultMouth2Tex, gLinkAdultMouth3Tex, gLinkAdultMouth4Tex },
- { gLinkChildMouth1Tex, gLinkChildMouth2Tex, gLinkChildMouth3Tex, gLinkChildMouth4Tex },
+void* sMouthTextures[][PLAYER_MOUTH_MAX] = {
+ {
+ gLinkAdultMouthClosedTex, // PLAYER_MOUTH_CLOSED
+ gLinkAdultMouthHalfTex, // PLAYER_MOUTH_HALF
+ gLinkAdultMouthOpenTex, // PLAYER_MOUTH_OPEN
+ gLinkAdultMouthSmileTex, // PLAYER_MOUTH_SMILE
+ },
+ {
+ gLinkChildMouthClosedTex, // PLAYER_MOUTH_CLOSED
+ gLinkChildMouthHalfTex, // PLAYER_MOUTH_HALF
+ gLinkChildMouthOpenTex, // PLAYER_MOUTH_OPEN
+ gLinkChildMouthSmileTex, // PLAYER_MOUTH_SMILE
+ },
};
#endif
@@ -870,23 +923,31 @@ Gfx* sBootDListGroups[][2] = {
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, s32 boots,
s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* data) {
Color_RGB8* color;
- s32 eyeIndex = (jointTable[22].x & 0xF) - 1;
- s32 mouthIndex = (jointTable[22].x >> 4) - 1;
+ s32 eyesIndex;
+ s32 mouthIndex;
+
+ // Player's animation data includes eyes and mouth indices for which texture to use on a given frame.
+ // Despite being accessed as "the x component of the 22nd limb", the eyes and mouth indices are stored in 2
+ // additional bytes tacked onto the end of the limb rotation data for a given animation frame.
+ eyesIndex = (jointTable[22].x & 0xF) - 1;
+ mouthIndex = (jointTable[22].x >> 4) - 1;
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 1721);
- if (eyeIndex < 0) {
- eyeIndex = sEyeMouthIndices[face][0];
+ // If the eyes index provided by the animation is negative, use the value provided by the `face` argument instead
+ if (eyesIndex < 0) {
+ eyesIndex = sPlayerFaces[face][PLAYER_FACEPART_EYES];
}
#ifndef AVOID_UB
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex]));
+ gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyesIndex]));
#else
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.save.linkAge][eyeIndex]));
+ gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.save.linkAge][eyesIndex]));
#endif
+ // If the mouth index provided by the animation is negative, use the value provided by the `face` argument instead
if (mouthIndex < 0) {
- mouthIndex = sEyeMouthIndices[face][1];
+ mouthIndex = sPlayerFaces[face][PLAYER_FACEPART_MOUTH];
}
#ifndef AVOID_UB
@@ -1810,8 +1871,8 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
- Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
- Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
+ Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots,
+ PLAYER_FACE_NEUTRAL, Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
gSPEndDisplayList(POLY_OPA_DISP++);
gSPEndDisplayList(POLY_XLU_DISP++);
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index ece01de630..8e52430596 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -11007,9 +11007,9 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
}
Math_ScaledStepToS(&this->unk_6C2, 0, 400);
- func_80032CB4(this->unk_3A8, 20, 80, 6);
- this->actor.shape.face = this->unk_3A8[0] + ((play->gameplayFrames & 32) ? 0 : 3);
+ FaceChange_UpdateBlinking(&this->faceChange, 20, 80, 6);
+ this->actor.shape.face = this->faceChange.face + ((play->gameplayFrames & 32) ? 0 : 3);
if (this->currentMask == PLAYER_MASK_BUNNY) {
Player_UpdateBunnyEars(this);
diff --git a/tools/disasm/gc-eu-mq/functions.txt b/tools/disasm/gc-eu-mq/functions.txt
index 88a45efc38..fef42f92c3 100644
--- a/tools/disasm/gc-eu-mq/functions.txt
+++ b/tools/disasm/gc-eu-mq/functions.txt
@@ -465,8 +465,8 @@ func_800328D4 = 0x800255F8; // type:func
func_80032AF0 = 0x80025814; // type:func
Actor_Find = 0x80025964; // type:func
Enemy_StartFinishingBlow = 0x800259A4; // type:func
-func_80032CB4 = 0x800259DC; // type:func
-func_80032D60 = 0x80025A90; // type:func
+FaceChange_UpdateBlinking = 0x800259DC; // type:func
+FaceChange_UpdateRandomSet = 0x80025A90; // type:func
BodyBreak_Alloc = 0x80025B5C; // type:func
BodyBreak_SetInfo = 0x80025C54; // type:func
BodyBreak_SpawnParts = 0x80025D5C; // type:func