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add non_matching code for func_800A29BC
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1 changed files with 50 additions and 1 deletions
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@ -754,8 +754,57 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto
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return gfx;
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}
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// Seems to be some kind of rotations update, somewhat large.
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#ifdef NON_MATCHING
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/*
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* Seems to be completely unused by the game, doesn't really make much sense with the
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* rest of SkelAnime animation types. This does not match due to loop unrolling, but
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* is functionally equal.
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*/
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typedef struct {
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s16 limitx;
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s16 indexx;
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s16 limity;
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s16 indexy;
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s16 limitz;
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s16 indexz;
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} unk_struct;
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s16 func_800A29BC(AnimationHeader* animationSeg, s32 arg1, Vec3s *arg2)
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{
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AnimationRotationValue* temp_t1;
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unk_struct *temp_a3;
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AnimationHeader *temp_v0;
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s32 i;
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temp_v0 = SEGMENTED_TO_VIRTUAL(animationSeg);
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temp_a3 = SEGMENTED_TO_VIRTUAL(temp_v0->rotationIndexSeg);
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temp_t1 = SEGMENTED_TO_VIRTUAL(temp_v0->rotationValueSeg);
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arg2->x = arg1 < temp_a3->limitx ? (&temp_t1[arg1])[temp_a3->indexx] : temp_t1[temp_a3->indexx];
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arg2->y = arg1 < temp_a3->limity ? (&temp_t1[arg1])[temp_a3->indexy] : temp_t1[temp_a3->indexy];
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arg2->z = arg1 < temp_a3->limitz ? (&temp_t1[arg1])[temp_a3->indexz] : temp_t1[temp_a3->indexz];
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arg2++;
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temp_a3++;
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i = 1;
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if(temp_v0->genericHeader.unk_02 > 0){
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do {
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arg2->x = arg1 < temp_a3->limitx ? (&temp_t1[arg1])[temp_a3->indexx] : temp_t1[temp_a3->indexx];
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arg2->y = arg1 < temp_a3->limity ? (&temp_t1[arg1])[temp_a3->indexy] : temp_t1[temp_a3->indexy];
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arg2->z = arg1 < temp_a3->limitz ? (&temp_t1[arg1])[temp_a3->indexz] : temp_t1[temp_a3->indexz];
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temp_a3++;
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arg2++;
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i++;
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} while ((temp_v0->genericHeader.unk_02 + 1) != i);
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}
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return temp_v0->genericHeader.unk_02;
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}
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#else
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A29BC.s")
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#endif
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s16 func_800A2DBC(GenericAnimationHeader* animationSeg) {
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GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);
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