40  {
   44    s32 numParts = 1;
   45 
   52 
   57 
   62    } else {
   64    }
   79 
   84 
   87        } else {
   90 
   97        }
   98    }
   99 
  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)
 
GameStatus * gGameStatusPtr