60 temp_s0 = 255 - part->
primG;
73 norm =
SQ(dx) +
SQ(dy) +
SQ(dz);
77 norm = speed / length;
80 part->
vel.
x = dx * norm;
81 part->
vel.
y = dy * norm;
82 part->
vel.
z = dz * norm;
88 projVx = cosYaw * part->
vel.
x;
89 projVz = sinYaw * part->
vel.
z;
90 projVel =
SQ(projVx) +
SQ(projVz);
92 if (projVel != 0.0f) {
93 projVel =
sqrtf(projVel);
96 if ((cosYaw * part->
vel.
x) + (sinYaw * part->
vel.
z) < 0.0f) {
124 f32 traceStartX, traceStartY, traceStartZ, length;
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;
136 traceStartX = data->
pos.
x - dx;
137 traceStartY = data->
pos.
y - dy;
138 traceStartZ = data->
pos.
z - dz;
142 && data->
vel.
y < 0.0f
171 if (playerStatus->
pos.
y - data->
pos.
y > 300.0f) {
206 f32 scale = data->
scale;
207 s32 type = data->
type;
208 s32 primR = data->
primR;
209 s32 primG = data->
primG;
210 s32 primB = data->
primB;
225 gDPSetPrimColor(
gMainGfxPos++, 0, 80, primR, primG, primB, 255);
251 for (i = 0; i < 5; i++) {
260 for (i = 0; i < 4; i++) {
263 i2 , i2 + 1, i2 + 2, i2,
264 i2 + 1, i2 + 3, i2 + 2, i2 + 1);
#define general_heap_malloc
#define sfx_play_sound_at_position
#define queue_render_task
#define npc_raycast_down_sides
#define create_effect_instance
#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)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
GameStatus * gGameStatusPtr
PlayerStatus gPlayerStatus
DisplayContext * gDisplayContext