40 {
44 s32 numParts = 1;
45
52
57
60 if (arg0 >= 3) {
62 } else {
64 }
79
80 if (arg0 == 1 || arg0 == 2) {
81 if (arg0 == 1) {
84
87 } else {
90
97 }
98 }
99
100 if (arg0 >= 3) {
104 } else {
106 }
107 }
108
109 return effect;
110}
void bulb_glow_main(s32 arg0, f32 posX, f32 posY, f32 posZ, f32 arg4, EffectInstance **outEffect)
#define general_heap_malloc
#define create_effect_instance
@ FX_SHOCK_OVERLAY_LIGHTNING_WORLD
@ FX_SHOCK_OVERLAY_LIGHTNING_BATTLE
struct SnakingStaticFXData * snakingStatic
#define ASSERT(condition)
EffectInstance * flashing_box_shockwave_main(s32 type, f32 posX, f32 posY, f32 posZ, f32 sizeX, f32 sizeY)
EffectInstance * gather_magic_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5)
void lightning_update(EffectInstance *effect)
void lightning_render(EffectInstance *effect)
void lightning_init(EffectInstance *effect)
EffectInstance * snaking_static_main(s32 type, f32 posX, f32 posY, f32 posZ, f32 scale, s32 timeLeft)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
GameStatus * gGameStatusPtr