40 for (i = 1; i < numParts; i++, part++) {
94 for (i = 1; i < effect->
numParts; i++, part++) {
145 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
void drop_leaves_update(EffectInstance *effect)
void drop_leaves_render(EffectInstance *effect)
void drop_leaves_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, s32 arg4)
void drop_leaves_init(EffectInstance *effect)
void drop_leaves_appendGfx(void *effect)
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct DropLeavesFXData * dropLeaves
s32 effect_simple_rand(s32, s32)
#define ASSERT(condition)
@ 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