53 part->isChild = isChild;
96 if (
part->timeLeft < 0) {
101 isChild =
part->isChild;
103 if (!isChild &&
part->timeLeft == 0) {
109 0.0f, 0.0f, 0.0f, 0x18
114 if (isChild ==
TRUE) {
184 angle = timeLeft * 35;
188 angle = timeLeft * 25;
194 for (i = 0; i < 3; i++) {
198 unk_10 -= 2.0f * data->
unk_1C;
200 unk_18 -= 2.0f * data->
unk_24;
203 unk_10 -= data->
unk_1C * (100.0 / 83) * 2.0;
205 primA = data->
unk_34 * 100 / 255;
237 for (
j = 0;
j < 3;
j++) {
279 for (i = 0; i < 12; i++) {
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct ShapeSpellFXData * shapeSpell
EffectInstanceDataPtr data
#define ASSERT(condition)
@ FX_INSTANCE_FLAG_DISMISS
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
#define VIRTUAL_TO_PHYSICAL(addr)
void shape_spell_update(EffectInstance *effect)
void shape_spell_render(EffectInstance *effect)
void shape_spell_init(EffectInstance *effect)
s32 func_E0024324(s32 arg0, s32 arg1)
void shape_spell_appendGfx(void *effect)
s32 func_E00243BC(s32 arg0, s32 arg1)
EffectInstance * shape_spell_main(s32 isChild, f32 x, f32 y, f32 z, f32 arg4, f32 arg5, f32 arg6, s32 arg7)
void(* appendGfx)(void *)
GameStatus * gGameStatusPtr
DisplayContext * gDisplayContext