147 f32 temp_1C = part->
unk_1C * 0.3;
148 f32 temp_20 = part->
unk_20 * 0.3;
149 f32 temp_24 = part->
unk_24 * 0.3;
188 savedGfxPos2 = savedGfxPos + 1;
191 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
215 gDPSetPrimColor(
gMainGfxPos++, 0, 0, primR2, primG2, primB2, alpha);
216 gDPSetEnvColor(
gMainGfxPos++, envR2, envG2, envB2, 0);
221 gDPSetPrimColor(
gMainGfxPos++, 0, 0, primR, primG, primB, alpha);
222 gDPSetEnvColor(
gMainGfxPos++, envR, envG, envB, 0);
EffectInstance * red_impact_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5)