77 s32 type = data->
type;
80 effect->
flags &= ~FX_INSTANCE_FLAG_DISMISS;
114 if (type >= 2 && data->
pos.
y < 0.0f && data->
vel.
y < 0.0f) {
126 renderTask.
dist = 10;
136 s32 type = data->
type;
157 texCoordS = (type % 2) * 32;
158 texCoordT = (s32) (data->
animFrame * 4.0f) * 32;
162 (texCoordS ) * 4, (texCoordT ) * 4,
163 (texCoordS + 31) * 4, (texCoordT + 31) * 4);
165 (texCoordS ) * 4, (texCoordT + 32) * 4,
166 (texCoordS + 31) * 4, (texCoordT + 63) * 4);
173 if (type % 2 == 1 && (s32) (data->
animFrame * 4.0f) == 3) {
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct IceShardFXData * iceShard
#define ASSERT(condition)
@ FX_INSTANCE_FLAG_DISMISS
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
void ice_shard_render(EffectInstance *effect)
EffectInstance * ice_shard_main(s32 type, f32 posX, f32 posY, f32 posZ, f32 scale, s32 duration)
void ice_shard_init(EffectInstance *effect)
void ice_shard_appendGfx(void *effect)
void ice_shard_update(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