diff --git a/mm/2s2h/Enhancements/Masks/PersistentMasks.cpp b/mm/2s2h/Enhancements/Masks/PersistentMasks.cpp index b88a3c1453..6d1f226102 100644 --- a/mm/2s2h/Enhancements/Masks/PersistentMasks.cpp +++ b/mm/2s2h/Enhancements/Masks/PersistentMasks.cpp @@ -156,7 +156,7 @@ void RegisterPersistentMasks() { // But don't speed up if the player is non-human and controller input is being overriden for cutscenes/minigames // or if player is Kafei - if (STATE_CVAR && player->actor.id == ACTOR_PLAYER && + if (player && STATE_CVAR && player->actor.id == ACTOR_PLAYER && (GET_PLAYER_FORM == PLAYER_FORM_HUMAN || gPlayState->actorCtx.unk268 == 0)) { *should = true; } diff --git a/mm/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c b/mm/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c index c934f99547..464d515686 100644 --- a/mm/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c +++ b/mm/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c @@ -467,8 +467,8 @@ void func_80A6FEEC(EnMm3* this, PlayState* play) { s32 func_80A6FFAC(EnMm3* this, PlayState* play) { switch (GET_PLAYER_FORM) { case PLAYER_FORM_HUMAN: - if (GameInteractor_Should(VB_CONSIDER_BUNNY_HOOD_EQUIPPED, Player_GetMask(play) == PLAYER_MASK_BUNNY), - GET_PLAYER(play)) { + if (GameInteractor_Should(VB_CONSIDER_BUNNY_HOOD_EQUIPPED, Player_GetMask(play) == PLAYER_MASK_BUNNY, + GET_PLAYER(play))) { if (this->unk_2B2 & 0x10) { return true; }