40 for (i = 1; i < numParts; i++, part++) {
70 if (part->
unk_2C > 324000) {
89 for (i = 1; i < effect->
numParts; i++, part++) {
140 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct FallingLeavesFXData * fallingLeaves
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
void falling_leaves_appendGfx(void *effect)
void falling_leaves_render(EffectInstance *effect)
void falling_leaves_init(EffectInstance *effect)
void falling_leaves_update(EffectInstance *effect)
void falling_leaves_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3)
#define VIRTUAL_TO_PHYSICAL(addr)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
PlayerStatus gPlayerStatus
DisplayContext * gDisplayContext