64 for (i = 1; i < numParts; i++, data++) {
68 data->
unk_20 = ((i - 1) * 3240) / d;
70 data->
unk_2C = ((i - 1) * 100) / d;
98 part->
unk_14 = unk_1C * 12;
110 for (i = 1; i < effect->
numParts; i++, part++) {
111 f32 unk_20 = part->
unk_20;
112 f32 unk_2C = part->
unk_2C;
113 f32 unk_24 = part->
unk_24;
119 part->
unk_08 = unk_2C * sin_20 * cos_24;
120 part->
unk_0C = unk_2C * cos_20 * cos_24;
121 part->
unk_10 = unk_2C * sin_24;
123 part->
unk_14 = ((100.0f - part->
unk_2C) * 255.0f * 2.0f) / 100.0f;
124 if (part->
unk_14 >= 256) {
129 part->
unk_2C -= (i & 3) * 2 + 2;
131 if (part->
unk_2C < 0.0f) {
136 part->
unk_20 += (unk_1C % 2) ? 5.0f : 2.0f;
137 part->
unk_24 += (unk_1C % 2) ? 2.0f : 5.0f;
147 renderTask.
dist = 10;
156 s32 unk_30 = part->
unk_30;
157 s32 unk_34 = part->
unk_34;
158 s32 unk_38 = part->
unk_38;
177 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
184 guScaleF(sp58, scale, scale, scale);
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct GatherMagicFXData * gatherMagic
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_SURFACE_XLU_LAYER3
void gather_magic_appendGfx(void *effect)
EffectInstance * gather_magic_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5)
void gather_magic_update(EffectInstance *effect)
void gather_magic_init(EffectInstance *effect)
void gather_magic_render(EffectInstance *effect)
#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