56 for(i = 1; i < numParts; i++, data++) {
58 data->
unk_3C = (i - 1) * 360 / (numParts - 1);
101 data->
unk_24 = timeLeft * 16;
104 data->
unk_24 = (lifeTime * 16) + 15;
108 for (i = 1; i < effect->
numParts; i += 3, data += 3) {
133 if (data->
unk_24 >= 256) {
140 for (i = 1; i < effect->
numParts; i++, data++) {
167 s32 unk_24 = data->
unk_24;
188 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
struct SnakingStaticFXData * snakingStatic
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 snaking_static_render(EffectInstance *effect)
EffectInstance * snaking_static_main(s32 type, f32 posX, f32 posY, f32 posZ, f32 scale, s32 timeLeft)
void snaking_static_appendGfx(void *effect)
void snaking_static_update(EffectInstance *)
void snaking_static_init(EffectInstance *effect)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext