47 temp_f12 =
SQ(fs3) +
SQ(fs2) +
SQ(fs1);
48 if (temp_f12 != 0.0f) {
49 temp_f12 = -1.0f /
sqrtf(temp_f12);
56 var_f0 = temp_f12 / fs1;
59 }
else if (fs2 != 0.0f) {
69 temp_f12 =
SQ(var_f0) +
SQ(var_f2) +
SQ(var_f4);
70 if (temp_f12 != 0.0f) {
71 temp_f12 = 1.0 /
sqrtf(temp_f12);
82 bpPtr->
effectID = EFFECT_SPIKY_WHITE_AURA;
89 for (i = 0; i < numParts; i++, part++) {
91 f32 (*matrix)[4] = &sp30[0];
102 rotateA = (i * 100) / (numParts - 1) - 50;
107 guRotateF(matrix, rotateA, sinYaw, 0.0f, cosYaw);
109 part->
unk_10 = (sp30[0][0] * fs3 + sp30[1][0] * fs2 + sp30[2][0] * fs1) * 0.6;
110 part->
unk_14 = sp30[0][1] * fs3 + sp30[1][1] * fs2 + sp30[2][1] * fs1;
111 part->
unk_18 = (sp30[0][2] * fs3 + sp30[1][2] * fs2 + sp30[2][2] * fs1) * 0.6;
112 part->
unk_1C = 50 - (i * 100) / (numParts - 1);
142 for (i = 0; i < effect->
numParts; i++, part++) {
188 for (i = 0; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct SpikyWhiteAuraFXData * spikyWhiteAura
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
#define VIRTUAL_TO_PHYSICAL(addr)
Gfx * D_09000440_34EBB0[]
void spiky_white_aura_init(EffectInstance *effect)
void spiky_white_aura_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, s32 arg4)
void spiky_white_aura_update(EffectInstance *effect)
void spiky_white_aura_render(EffectInstance *effect)
Gfx * D_090004E8_34EC58[]
void spiky_white_aura_appendGfx(void *effect)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext