Go to the source code of this file.
◆ small_gold_sparkle_init()
◆ small_gold_sparkle_update()
◆ small_gold_sparkle_render()
Definition at line 99 of file small_gold_sparkle.c.
99 {
102
105 renderTask.
dist = 10;
107
110}
#define queue_render_task
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
void small_gold_sparkle_appendGfx(void *effect)
void(* appendGfx)(void *)
Referenced by small_gold_sparkle_main().
◆ small_gold_sparkle_appendGfx()
void small_gold_sparkle_appendGfx |
( |
void * | effect | ) |
|
Definition at line 112 of file small_gold_sparkle.c.
112 {
117 Mtx* spD8;
118 s32 i;
119
127
130 gDPSetPrimColor(
gMainGfxPos++, 0, 0, 255, 255, 15, 255);
131
132 part++;
133 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
135 f32 temp_f20 = part->
unk_1C;
136
138 if (temp_f20 != 1.0f) {
139 guScaleF(sp58, temp_f20, temp_f20, 1.0f);
141 }
144 G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
145 gSPMatrix(
gMainGfxPos++, spD8, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
149 }
150 }
151
154}
#define VIRTUAL_TO_PHYSICAL(addr)
DisplayContext * gDisplayContext
Referenced by small_gold_sparkle_render().
◆ small_gold_sparkle_main()
EffectInstance * small_gold_sparkle_main |
( |
s32 | arg0, |
|
|
f32 | arg1, |
|
|
f32 | arg2, |
|
|
f32 | arg3, |
|
|
f32 | arg4 ) |
Definition at line 26 of file small_gold_sparkle.c.
26 {
31 s32 numParts = 5;
32 s32 i;
33
39 bp.
effectID = EFFECT_SMALL_GOLD_SPARKLE;
40
43
46 part = data;
47
49
56
57 part++;
58 for (i = 1; i < numParts; i++, part++) {
59 part->
unk_08 = sPartParams[1 + (i - 1) * 5];
60 part->
unk_0C = sPartParams[2 + (i - 1) * 5];
61 part->
unk_10 = sPartParams[3 + (i - 1) * 5];
63 part->
unk_20 = sPartParams[0 + (i - 1) * 5];
64 part->
unk_1C = (arg4 * sPartParams[4 + (i - 1) * 5]) * 0.01;
65 }
66 return effect;
67}
#define general_heap_malloc
#define create_effect_instance
#define ASSERT(condition)
void small_gold_sparkle_init(EffectInstance *effect)
void small_gold_sparkle_update(EffectInstance *effect)
void small_gold_sparkle_render(EffectInstance *effect)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
◆ D_090002C0_392700
◆ D_09000330_392770
◆ D_09000370_3927B0
◆ D_090003B0_3927F0
◆ D_090003F0_392830
◆ D_09000430_392870
◆ D_09000470_3928B0