51 part->bounceTime = 0.0f;
52 part->starAngle = 0.0f;
77 norm = speed / length;
92 if (projVel != 0.0f) {
93 projVel =
sqrtf(projVel);
98 part->starAngleVel = -20.0f;
100 part->starAngleVel = 20.0f;
104 part->timeLeft = length / speed;
105 part->projVel = -projVel;
109 part->trailMatrices[i] =
part->trailMatrices[0];
112 part->trailMatrixPos = -1;
129 if (length > 0.01f) {
130 length = 1.0f /
sqrtf(length);
133 dx = data->
vel.
x * length * 32.0f;
134 dy = data->
vel.
y * length * 32.0f;
135 dz = data->
vel.
z * length * 32.0f;
142 && data->
vel.
y < 0.0f
207 s32 type = data->
type;
208 s32 primR = data->
primR;
209 s32 primG = data->
primG;
210 s32 primB = data->
primB;
251 for (i = 0; i < 5; i++) {
260 for (i = 0; i < 4; i++) {
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define sfx_play_sound_at_position
#define queue_render_task
#define npc_raycast_down_sides
#define create_effect_instance
EffectInstanceDataPtr data
#define ASSERT(condition)
@ SOUND_SEQ_SHOOTING_STAR_BOUNCE
@ RENDER_MODE_SURF_SOLID_AA_ZB_LAYER0
@ RENDER_MODE_CLOUD_NO_ZCMP
void landing_dust_main(s32 type, f32 x, f32 y, f32 z, f32 angle)
#define VIRTUAL_TO_PHYSICAL(addr)
EFFECT_DEF_LANDING_DUST(landing_dust_main)
void star_init(EffectInstance *effect)
void star_update(EffectInstance *effect)
Vtx_t D_09001400_333AA0[]
void star_appendGfx(void *effect)
EffectInstance * star_main(s32 type, f32 startX, f32 startY, f32 startZ, f32 endX, f32 endY, f32 endZ, f32 speed)
void star_render(EffectInstance *effect)
GameStatus * gGameStatusPtr
PlayerStatus gPlayerStatus
DisplayContext * gDisplayContext