36 mem_clear(data, numParts *
sizeof(*data));
63 for (i = 1; i < numParts; i++, data++) {
64 s32 angle = ((i - 1) * 360) / (numParts - 1);
104 for (i = 1; i < effect->
numParts; i++, data++) {
149 guMtxCatF(mtxRotate, mtxTranslate, mtxTransform);
158 for (i = 1; i < eff->
numParts; i++, data++) {
161 guMtxCatF(mtxRotate, mtxTranslate, mtxTranslate);
163 guMtxCatF(mtxRotate, mtxTranslate, mtxTranslate);
void debuff_init(EffectInstance *effect)
void debuff_appendGfx(void *effect)
void debuff_render(EffectInstance *effect)
EffectInstance * debuff_main(s32 type, f32 x, f32 y, f32 z)
void debuff_update(EffectInstance *effect)
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct DebuffFXData * debuff
struct EffectGraphics * graphics
#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