27void blast_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5) {
49 mem_clear(part, numParts *
sizeof(*part));
62 part->
unk_28 = arg0 == 0 ? 0 : 40.0;
101 s32 unk_20 = data->
unk_20;
103 s32 envAlpha = (data->
unk_20 - unk_20) * t;
120 G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
122 if (data->
unk_20 > 4.0f) {
123 gDPSetPrimColor(
gMainGfxPos++, 0, 0, 255, 255, 255, 127);
125 gDPSetPrimColor(
gMainGfxPos++, 0, 0, 255, 255, 128, 127);
128 gDPSetEnvColor(
gMainGfxPos++, 255, 255, 139, envAlpha);
void blast_update(EffectInstance *effect)
void blast_appendGfx(void *effect)
void blast_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5)
void blast_render(EffectInstance *effect)
void blast_init(EffectInstance *effect)
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct BlastFXData * blast
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_PASS_THROUGH
#define VIRTUAL_TO_PHYSICAL(addr)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext