30 s32 numParts =
arg1 + 1;
54 for (i = 0; i <
arg1; i++, data++) {
134 data->
unk_28 = timeLeft * 25;
136 boomLength =
camera->curBoomLength;
137 temp_s6 = (boomLength * 0.3) + 1.0;
140 for (i = 0; i <
temp_s5; i++, data++) {
198 for (i = 0; i < unk_2C; i++, data++) {
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define queue_render_task
#define mdl_get_shroud_tint_params
#define create_effect_instance
struct SnowfallFXData * snowfall
EffectInstanceDataPtr data
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
#define VIRTUAL_TO_PHYSICAL(addr)
void func_E008A000(SnowfallFXData *data)
void snowfall_init(EffectInstance *effect)
void snowfall_update(EffectInstance *effect)
void snowfall_render(EffectInstance *effect)
EffectInstance * snowfall_main(s32 arg0, s32 arg1)
void func_E008A290(SnowfallFXData *data, s32 arg1, s32 arg2, s32 arg3)
void snowfall_appendGfx(void *effect)
void(* appendGfx)(void *)
u8 * gBackgroundTintModePtr
DisplayContext * gDisplayContext