130 for (i = 1; i < numParts; i++,
part++) {
134 part->unk_4C = 1 + i * -2;
137 part->unk_4C = 2 + i * -3;
141 part->unk_30 = i * 30;
157 if (
part->unk_28 < 0) {
162 unk_00 =
part->unk_00;
163 unk_2C =
part->unk_2C;
182 if (
part->unk_4C >= 0) {
183 if (
part->unk_4C == 0) {
190 part->unk_3C = 32.0f;
191 part->unk_40 = 32.0f;
192 part->unk_48 = 32.0f;
198 part->unk_1C = i + 0.5;
199 part->unk_24 = (i + 0.5) * 0.5;
203 part->unk_1C = i + 2;
204 part->unk_24 = (i + 2) * 0.5;
207 part->unk_1C = i + 3;
208 part->unk_24 = (i + 3) * 0.5;
209 part->unk_3C = 16.0f;
210 part->unk_40 = 16.0f;
211 part->unk_48 = 16.0f;
215 part->unk_1C = (i + 3) * 0.5;
216 part->unk_24 = (i + 3) * 0.5 * 0.5;
217 part->unk_3C = 16.0f;
218 part->unk_40 = 16.0f;
219 part->unk_48 = 16.0f;
224 part->unk_44 = 32.0f;
237 part->unk_40 *= 0.75;
238 part->unk_48 *= 0.99;
241 part->unk_40 *= 0.75;
242 part->unk_48 *= 0.95;
246 part->unk_1C *= 1.002;
247 part->unk_24 *= 1.002;
248 if (
part->unk_3C > 128.0f) {
249 part->unk_3C = 128.0f;
274 s32 primR, primG, primB;
275 s32 envR, envG, envB;
283 primR = data->
prim.
r;
284 primG = data->
prim.
g;
285 primB = data->
prim.
b;
325 for (i = 1; i < ((
EffectInstance*) effect)->numParts; i++, data++) {
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
EffectInstanceDataPtr data
struct ShockwaveFXData * shockwave
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_PASS_THROUGH
#define VIRTUAL_TO_PHYSICAL(addr)
void shockwave_init(EffectInstance *effect)
void shockwave_appendGfx(void *effect)
void shockwave_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3)
void shockwave_update(EffectInstance *effect)
void shockwave_render(EffectInstance *effect)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext