100 s32 animDone = FALSE;
102 switch (data->
anim[i]) {
150 data->
flags[i] &= ~LIL_OINK_FLAG_ANIM_CHANGED;
164 renderTask.
dist = 10;
186 guPositionF(mtxTransform, 0.0f, 180.0f - data->
rot[i], 0.0f, 1.0f,
191 G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
194 f32 shineVariation =
sin_deg(angle) * 63.0f;
195 s8 primColor = shineVariation + 63.0f;
197 gDPSetPrimColor(
gMainGfxPos++, 0, 0, primColor, primColor, primColor, 0);
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
@ LIL_OINK_FLAG_ANIM_CHANGED
struct LilOinkFXData * lilOink
struct EffectGraphics * graphics
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
void lil_oink_render(EffectInstance *effect)
EffectInstance * lil_oink_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5)
void lil_oink_appendGfx(void *effect)
void lil_oink_init(EffectInstance *effect)
Gfx * lil_oink_FramesGfx[][3]
void lil_oink_update(EffectInstance *effect)
s8 lil_oink_AnimateGfxSelect[]
#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