diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index 501797081a..da47be03fb 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -754,8 +754,57 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* acto return gfx; } -// Seems to be some kind of rotations update, somewhat large. +#ifdef NON_MATCHING +/* + * Seems to be completely unused by the game, doesn't really make much sense with the + * rest of SkelAnime animation types. This does not match due to loop unrolling, but + * is functionally equal. +*/ + +typedef struct { + s16 limitx; + s16 indexx; + s16 limity; + s16 indexy; + s16 limitz; + s16 indexz; +} unk_struct; +s16 func_800A29BC(AnimationHeader* animationSeg, s32 arg1, Vec3s *arg2) +{ + AnimationRotationValue* temp_t1; + unk_struct *temp_a3; + AnimationHeader *temp_v0; + s32 i; + + temp_v0 = SEGMENTED_TO_VIRTUAL(animationSeg); + temp_a3 = SEGMENTED_TO_VIRTUAL(temp_v0->rotationIndexSeg); + temp_t1 = SEGMENTED_TO_VIRTUAL(temp_v0->rotationValueSeg); + + + arg2->x = arg1 < temp_a3->limitx ? (&temp_t1[arg1])[temp_a3->indexx] : temp_t1[temp_a3->indexx]; + arg2->y = arg1 < temp_a3->limity ? (&temp_t1[arg1])[temp_a3->indexy] : temp_t1[temp_a3->indexy]; + arg2->z = arg1 < temp_a3->limitz ? (&temp_t1[arg1])[temp_a3->indexz] : temp_t1[temp_a3->indexz]; + + arg2++; + temp_a3++; + i = 1; + if(temp_v0->genericHeader.unk_02 > 0){ + do { + + arg2->x = arg1 < temp_a3->limitx ? (&temp_t1[arg1])[temp_a3->indexx] : temp_t1[temp_a3->indexx]; + arg2->y = arg1 < temp_a3->limity ? (&temp_t1[arg1])[temp_a3->indexy] : temp_t1[temp_a3->indexy]; + arg2->z = arg1 < temp_a3->limitz ? (&temp_t1[arg1])[temp_a3->indexz] : temp_t1[temp_a3->indexz]; + + temp_a3++; + arg2++; + i++; + } while ((temp_v0->genericHeader.unk_02 + 1) != i); + } + return temp_v0->genericHeader.unk_02; +} +#else #pragma GLOBAL_ASM("asm/non_matchings/code/z_skelanime/func_800A29BC.s") +#endif s16 func_800A2DBC(GenericAnimationHeader* animationSeg) { GenericAnimationHeader* animation = SEGMENTED_TO_VIRTUAL(animationSeg);