4u8 D_E00B2BA0[] = { 255, 255, 255, 255, 255, 255, 255, 255, 255, 200, 128, 32, 0, 0, 0, 0 };
37 }
else if (
arg0 == 0) {
66 for (i = 0; i < 12; i++) {
100 if (data->
unk_2C < 1000) {
118 for (i = 0; i < 12; i++) {
121 if (data->
unk_1A8[i] >= unk_28) {
162 s32 unk_00 = data->
unk_00;
193 for (i = 0; i < 12; i++) {
198 if (i == 0 ||
zero == i || (i != 11 && data->
unk_178[i] == 0)) {
225 vtx->ob[2] = (data->
unk_148[i] + 0.0f) * 20.0f;
228 vtx->cn[0] = (i & 1) * 255;
229 vtx->cn[1] = ((i >> 1) & 1) * 255;
230 vtx->cn[2] = ((i >> 2) & 1) * 255;
236 vtx->ob[2] = (data->
unk_148[i] + 0.0f) * 20.0f;
239 vtx->cn[0] = (i & 1) * 255;
240 vtx->cn[1] = ((i >> 1) & 1) * 255;
241 vtx->cn[2] = ((i >> 2) & 1) * 255;
251 for (i = 0; i <
savedIdx - 1; i++) {
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
void squirt_appendGfx(void *effect)
void squirt_update(EffectInstance *effect)
EffectInstance * squirt_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, f32 arg7, s32 arg8)
void squirt_init(EffectInstance *effect)
void squirt_render(EffectInstance *effect)
EffectInstanceDataPtr data
struct SquirtFXData * squirt
#define ASSERT(condition)
@ FX_INSTANCE_FLAG_DISMISS
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
#define VIRTUAL_TO_PHYSICAL(addr)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext