25 bp.
effectID = EFFECT_FLOATING_FLOWER;
35 part->
pos.
y = posY + 10.0f;
46 part->
jerkY = -0.0152f;
57 part->
jerkY = -0.0152f;
80 s32 type = data->
type;
88 if (data->
rot.
x < 10.0f) {
92 if (data->
rot.
x > 45.0f) {
104 data->
jerkY += 0.0007;
107 if (data->
vel.
y > 1.0f) {
117 }
else if (data->
unk_40 <= 0) {
166 gDPSetPrimColor(
gMainGfxPos++, 0, 0, 0, 0, 0, alpha);
#define general_heap_malloc
#define queue_render_task
#define mdl_get_shroud_tint_params
#define create_effect_instance
struct EffectGraphics * graphics
struct FloatingFlowerFXData * floatingFlower
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
void floating_flower_update(EffectInstance *effect)
void floating_flower_init(EffectInstance *effect)
void floating_flower_appendGfx(void *effect)
void floating_flower_render(EffectInstance *effect)
void floating_flower_main(s32 type, f32 posX, f32 posY, f32 posZ, s32 duration)
#define VIRTUAL_TO_PHYSICAL(addr)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
u8 * gBackgroundTintModePtr
DisplayContext * gDisplayContext