anchor.diff:  player_resource_wait(Config) ->
       start(?WORLD_3),
       Player = get_pid(player),
  -    Fist = get_pid(p_fist),
  +    Fist = get_pid(p_fist_right),
       Stamina = get_pid(p_stamina),
       Zombie = get_pid(zombie),
       gerlshmud_object:set(Stamina, {current, 5}),
       gerlshmud_object:set(Stamina, {tick_time, 10000}),
       attempt(Config, Player, {Player, attack, <<"zombie">>}),
       ct:pal("Waiting for player_resource_wait"),
  -    wait_value(z_hp, hitpoints, 5, 5),
  -    5 = val(hitpoints, z_hp),
  +    wait_loop(fun() -> val(hitpoints, z_hp) < 10 end, true, 5),
  +    true = val(hitpoints, z_hp) < 10,
       true = val(is_alive, z_life),
  -    true = val(is_attacking, p_fist),
  +    true = val(is_attacking, p_fist_right),
       Zombie = val(target, Fist).
   
   one_sided_fight(Config) ->
  
positive.code:         end,
      true = wait_loop(WaitFun, ExpectedValue, Count).
  
  wait_loop(Fun, ExpectedResult, _Count = 0) ->
      ct:pal("Mismatched function result:~n\tFunction: ~p~n\tResult: ~p",
             [erlang:fun_to_list(Fun), ExpectedResult]),
      false;
  wait_loop(Fun, ExpectedResult, Count) ->
      case Fun() == ExpectedResult of
          true ->
              true;
          false ->
              ?WAIT100,
              wait_loop(Fun, ExpectedResult, Count - 1)
      end.
  
  player_wield(Config) ->
  
negative.code: 
      PlayerV1 = val(owner, p_hp),
      PlayerV1 = val(owner, p_life),
      PlayerV1 = val(owner, p_hand_right),
      PlayerV1 = val(character, p_fist_right),
      PlayerV1 = val(owner, dexterity0),
      PlayerV1 = val(owner, p_stamina),
  
  