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bheadAdjustAnimation read player->field_5C0 / animFlipFlag, which on N64 are raw-offset aliases of the inline player.model (model.animframe1 / model.gunhand). Since D100 made model a real inline struct on PC they were separate, never-written fields: Bond's head-bob start frame came from uninitialised player-struct bytes (2e32 etc.), poisoning his model anim (D156) and wrecking the scene. The D294 2x room pool only moved the player struct onto dirtier memory. Read/write the real model fields. Found with gdb hardware watchpoints (field never written). Headless repro Runway -> Frigate -> turn now clean, D156 0; golden 3/3; Win + Linux.