146        s32 unk_18 = data->
unk_18;
 
  153        if (unk_00 < 3 || unk_18 < 7) {
 
  155            if (data->
unk_1C < 0.0f) {
 
  157            } 
else if (data->
unk_1C > 256.0f) {
 
  161            if (unk_18 % data->
unk_3C == 0) {
 
  163                if (data->
unk_20 < 0.0f) {
 
  165                } 
else if (data->
unk_20 > 64.0f) {
 
  170            if (unk_18 % data->
unk_40 == 0) {
 
  172                if (data->
unk_24 < 0.0f) {
 
  174                } 
else if (data->
unk_24 > 256.0f) {
 
  180            if (data->
unk_28 < 0.0f) {
 
  183            else if (data->
unk_28 > 64.0f) {
 
 
  219    s32 unk_00 = data->
unk_00;
 
  220    s32 unk_18 = data->
unk_18;
 
  231    if (unk_00 != 1 || unk_18 >= 18) {
 
  244        ult2 = *(unk_28) * 4.0f;
 
 
BSS s32 PopupMenu_SelectedIndex
 
void bulb_glow_main(s32 arg0, f32 posX, f32 posY, f32 posZ, f32 arg4, EffectInstance **outEffect)
 
#define general_heap_malloc
 
#define queue_render_task
 
#define create_effect_instance
 
struct EffectInstance * unk_44
 
struct LightningFXData * lightning
 
@ FX_SHOCK_OVERLAY_LIGHTNING_WORLD
 
@ FX_SHOCK_OVERLAY_LIGHTNING_BATTLE
 
struct SnakingStaticFXData * snakingStatic
 
EffectInstanceDataPtr data
 
struct EffectInstance * unk_48
 
#define ASSERT(condition)
 
@ FX_INSTANCE_FLAG_DISMISS
 
@ RENDER_TASK_FLAG_REFLECT_FLOOR
 
@ RENDER_MODE_SURFACE_XLU_LAYER3
 
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)
 
EFFECT_DEF_BULB_GLOW(bulb_glow_main)
 
void lightning_update(EffectInstance *effect)
 
EFFECT_DEF_FLASHING_BOX_SHOCKWAVE(flashing_box_shockwave_main)
 
EffectInstance * lightning_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5)
 
void lightning_render(EffectInstance *effect)
 
EFFECT_DEF_GATHER_MAGIC(gather_magic_main)
 
void lightning_appendGfx(void *effect)
 
void lightning_init(EffectInstance *effect)
 
EFFECT_DEF_SNAKING_STATIC(snaking_static_main)
 
#define VIRTUAL_TO_PHYSICAL(addr)
 
EffectInstance * snaking_static_main(s32 type, f32 posX, f32 posY, f32 posZ, f32 scale, s32 timeLeft)
 
void(* appendGfx)(void *)
 
GameStatus * gGameStatusPtr
 
DisplayContext * gDisplayContext