30 bp.
effectID = EFFECT_ENERGY_SHOCKWAVE;
92 data->
unk_24 = unk_28 * 25;
100 if (data->
unk_30 > 128.0f) {
103 if (data->
unk_34 > 128.0f) {
106 if (data->
unk_38 > 128.0f) {
109 if (data->
unk_3C > 128.0f) {
113 if (data->
unk_30 < 0.0f) {
116 if (data->
unk_34 < 0.0f) {
119 if (data->
unk_38 < 0.0f) {
122 if (data->
unk_3C < 0.0f) {
133 renderTask.
dist = 10;
160 gDPSetTileSize(
gMainGfxPos++, G_TX_RENDERTILE, uls, ult, uls + 252, ult + 252);
161 gDPSetTileSize(
gMainGfxPos++, 1, uls2, ult2, uls2 + 124, ult2 + 124);
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct EnergyShockwaveFXData * energyShockwave
s32 effect_simple_rand(s32, s32)
#define ASSERT(condition)
void energy_shockwave_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5)
void energy_shockwave_init(EffectInstance *effect)
void energy_shockwave_appendGfx(void *effect)
EFFECT_DEF_SHIMMER_WAVE(shimmer_wave_main)
void energy_shockwave_update(EffectInstance *effect)
void energy_shockwave_render(EffectInstance *effect)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_SURFACE_XLU_LAYER3
#define VIRTUAL_TO_PHYSICAL(addr)
EffectInstance * shimmer_wave_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, s32 arg6, s32 arg7)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext