24 0x02, 0x04, 0x08, 0x0D, 0x0F, 0x0D, 0x09, 0x06, 0x04, 0x03,
25 0x02, 0x04, 0x08, 0x0D, 0x0F, 0x0D, 0x09, 0x06, 0x04, 0x03,
26 0x02, 0x04, 0x08, 0x0D, 0x0F, 0x0D, 0x09, 0x06, 0x04, 0x03
30 0x28, 0x5A, 0x51, 0x48, 0x41, 0x3B, 0x35, 0x2F, 0x2B, 0x26,
31 0x22, 0x1F, 0x1C, 0x19, 0x16, 0x14, 0x12, 0x10, 0x0F, 0x0D,
32 0x0C, 0x0A, 0x09, 0x08, 0x07, 0x07, 0x06, 0x05, 0x05, 0x04
36 0xC8, 0xFA, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
37 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
38 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFA, 0xC8
315 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, particle++) {
323 (s32) particle->
unk_5C * 4,
324 (s32) particle->
unk_60 * 4,
325 ((s32) particle->
unk_5C + 15) * 4,
326 ((s32) particle->
unk_60 + 15) * 4);
328 if (variation == 2) {
330 ((i & 0x1F) * 32 ) * 4, 31 * 4,
331 ((i & 0x1F) * 32 + 31) * 4, 31 * 4);
EffectInstance * misc_particles_main(s32 variation, f32 posX, f32 posY, f32 posZ, f32 scaleX, f32 scaleY, f32 arg6, s32 numParticles, s32 duration)
void misc_particles_update(EffectInstance *effect)
void misc_particles_render(EffectInstance *effect)
void misc_particles_appendGfx(void *effect)
void misc_particles_init(EffectInstance *effect)