51 for (i = 0; i < effect->
numParts; i++, data++) {
66 if (data->
primR > 255) {
69 if (data->
primG > 255) {
72 if (data->
primB > 255) {
91 effect->
flags &= ~FX_INSTANCE_FLAG_DISMISS;
108 for (i = 0; i < effect->
numParts; i++, data++) {
113 if (data->
pos.
y < 0.0f && data->
vel.
y < 0.0f) {
117 data->
rot += (((i & 1) * 2) - 1) * 14;
127 renderTask.
dist = 10;
137 s32 alpha = data->
primA;
144 for (i = 0; i < ((
EffectInstance*)effect)->numParts; i++, data++) {
EffectInstance * breaking_junk_main(s32 arg0, f32 x, f32 y, f32 z, f32 scale, s32 time)
void breaking_junk_update(EffectInstance *effect)
void breaking_junk_init(EffectInstance *effect)
void breaking_junk_appendGfx(void *effect)
void breaking_junk_render(EffectInstance *effect)
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct BreakingJunkFXData * breakingJunk
#define ASSERT(condition)
@ FX_INSTANCE_FLAG_DISMISS
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
#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