Changes
From Final Fantasy Inside
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// to dynamically make the model point at its target
// or face different directions during battle.
// UPDATE: Although the value of this field is 0,0,0 for most animations, some actually store a base rotation here
// so it shouldn't be ignored.
for ( DWORD I = 0; I < fhHeader.dwBones - 1; I++ ) {
fbFrameBuffer.psvRots[I+1].fX = (FLOAT)fbFrameBuffer.psvRots[I+1].iX / 4096.0f * 360.0f;