62 for (i = 1; i < numParts; i++,
part++) {
63 part->unk_4C = -1 + (i - 1) * (-2);
65 part->unk_30 = i * 30;
82 if (
part->unk_28 < 0) {
87 unk_00 =
part->unk_00;
89 if (
part->unk_2C >= 8) {
96 if (
part->unk_4C >= 0) {
97 if (
part->unk_4C == 0) {
104 part->unk_3C = 32.0f;
105 part->unk_40 = 32.0f;
106 part->unk_48 = 32.0f;
109 part->unk_1C = 2 + i * 2;
110 part->unk_24 = (2 + i * 2) * 0.5;
112 part->unk_1C = i + 0.5;
114 part->unk_24 = (i + 0.5) * 0.5;
116 part->unk_44 = 32.0f;
121 part->unk_1C *= 1.002;
122 part->unk_24 *= 1.002;
123 if (
part->unk_3C > 128.0f) {
124 part->unk_3C = 128.0f;
151 s32 primR =
part->unk_50.r;
152 s32 primG =
part->unk_50.g;
153 s32 primB =
part->unk_50.b;
154 s32 envR =
part->unk_53.r;
155 s32 envG =
part->unk_53.g;
156 s32 envB =
part->unk_53.b;
178 alpha =
part->unk_38;
192 if (
part->unk_4C >= 0) {
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct RedImpactFXData * redImpact
EffectInstanceDataPtr data
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_PASS_THROUGH
void red_impact_init(EffectInstance *effect)
void red_impact_appendGfx(void *effect)
void red_impact_update(EffectInstance *effect)
EffectInstance * red_impact_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5)
void red_impact_render(EffectInstance *effect)
#define VIRTUAL_TO_PHYSICAL(addr)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext