64 for (i = 1; i < numParts; i++, data++) {
68 data->
unk_20 = ((i - 1) * 3240) /
d;
70 data->
unk_2C = ((i - 1) * 100) /
d;
84 if (
part->unk_18 < 100) {
90 if (
part->unk_18 < 0) {
95 unk_1C =
part->unk_1C;
98 part->unk_14 = unk_1C * 12;
107 unk_1C =
part->unk_1C;
123 part->unk_14 = ((100.0f -
part->unk_2C) * 255.0f * 2.0f) / 100.0f;
124 if (
part->unk_14 >= 256) {
128 part->unk_28 =
part->unk_2C / 80.0f + 0.2;
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;
157 s32 unk_34 =
part->unk_34;
158 s32 unk_38 =
part->unk_38;
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
EffectInstanceDataPtr data
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(* appendGfx)(void *)
DisplayContext * gDisplayContext