14static s32 sPartParams[4 * 5] = {
39 bp.
effectID = EFFECT_SMALL_GOLD_SPARKLE;
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;
85 for (i = 1; i < effect->
numParts; i++, part++) {
105 renderTask.
dist = 10;
130 gDPSetPrimColor(
gMainGfxPos++, 0, 0, 255, 255, 15, 255);
133 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
135 f32 temp_f20 = part->
unk_1C;
138 if (temp_f20 != 1.0f) {
139 guScaleF(sp58, temp_f20, temp_f20, 1.0f);
144 G_MTX_PUSH | G_MTX_MUL | G_MTX_MODELVIEW);
145 gSPMatrix(
gMainGfxPos++, spD8, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct SmallGoldSparkleFXData * smallGoldSparkle
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
#define VIRTUAL_TO_PHYSICAL(addr)
EffectInstance * small_gold_sparkle_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4)
void small_gold_sparkle_init(EffectInstance *effect)
void small_gold_sparkle_appendGfx(void *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)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext