99 for (i = 1; i < numParts; i++,
part++) {
105 angle = (360.0f / (numParts - 1)) * i;
106 angle2 = (1800.0f / (numParts - 1)) * i - 90.0f;
115 angle = (360.0f / (numParts - 1)) * i +
rand_int(359);
127 part->unk_24 = i * 2 + 30;
128 part->unk_28 = i % 3;
134 angle = (360.0f / (numParts - 1)) * i +
rand_int(359);
142 part->unk_24 = i * 2 + 18;
143 part->unk_28 = i % 3;
168 unk_20 =
part->unk_20;
170 if ((unk_00 == 0 || unk_00 == 10) &&
part->unk_24 < 0) {
177 part->unk_2C = (unk_20 + i) & 7;
180 part->unk_18 += -0.02;
181 if (unk_20 - 1 < 7) {
191 part->unk_18 = -0.05f;
195 part->unk_10 *= 0.96;
196 part->unk_1C += (0.1 -
part->unk_1C) * 0.1;
197 part->unk_14 *= 0.96;
205 unk_10 =
part->unk_10;
207 if (
part->unk_24 < 0) {
210 part->unk_04 += unk_10;
213 if (
part->unk_24 < 0 ||
part->unk_24 >= 21) {
217 unk_20 =
part->unk_20;
218 if (unk_20 - 1 < 7) {
221 part->unk_1C += (0.1 -
part->unk_1C) * 0.1;
228 if (unk_00 != 0 && unk_00 != 10 && count >= effect->
numParts - 1) {
265 s32 unk_2C =
part->unk_2C;
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
EffectInstanceDataPtr data
struct SparklesFXData * sparkles
s32 effect_simple_rand(s32, s32)
#define ASSERT(condition)
@ RENDER_MODE_CLOUD_NO_ZCMP
#define VIRTUAL_TO_PHYSICAL(addr)
void sparkles_appendGfx(void *effect)
void sparkles_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4)
void sparkles_init(EffectInstance *effect)
void sparkles_update(EffectInstance *effect)
void sparkles_render(EffectInstance *effect)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext