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++) {
96 effect->
flags &= ~FX_INSTANCE_FLAG_DISMISS;
100 if (data->
unk_2C < 1000) {
118 for (i = 0; i < 12; i++) {
121 if (data->
unk_1A8[i] >= unk_28) {
127 factor = (f32) var_v1 / unk_28;
137 data->
unk_1D8[i] = 255.0f - factor * 255.0f;
149 renderTask.
dist = 10;
162 s32 unk_00 = data->
unk_00;
164 f32 unk_50 = data->
unk_50;
179 guScaleF(sp50, 0.05f, 0.05f, 0.05f);
192 vtx = (Vtx_t*) savedGfxPos;
193 for (i = 0; i < 12; i++) {
198 if (i == 0 || zero == i || (i != 11 && data->
unk_178[i] == 0)) {
204 var_f22 = ((f32) data->
unk_1A8[i] * 0.5) + 2.0;
205 if (var_f22 > 6.0f) {
210 var_f22 = ((f32) data->
unk_1A8[i] * 0.5) + 1.0;
211 if (var_f22 > 30.0f) {
220 sinComp = var_f22 *
sin_deg(theta);
221 cosComp = var_f22 *
cos_deg(theta);
223 vtx->ob[0] = (data->
unk_E8[i] + sinComp) * 20.0f;
224 vtx->ob[1] = (data->
unk_118[i] + cosComp) * 20.0f;
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;
234 vtx->ob[0] = (data->
unk_E8[i] - sinComp) * 20.0f;
235 vtx->ob[1] = (data->
unk_118[i] - cosComp) * 20.0f;
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++) {
258 i2, i2 + 2, i2 + 1, i2,
259 i2 + 1, i2 + 2, i2 + 3, i2);
#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)
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(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext