53 bpPtr->
effectID = EFFECT_STARS_BURST;
69 for (i = 1; i < numParts; i++, part++) {
80 part->
unk_24 = temp / 10.0;
107 for (i = 1; i < effect->
numParts; i++, part++) {
146 baseIdx = (part->
unk_34 - 1) * 3;
150 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
151 s32 rIdx = baseIdx + i * 3;
152 s32 gIdx = baseIdx + 1 + i * 3;
153 s32 bIdx = baseIdx + 2 + i * 3;
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct StarsBurstFXData * starsBurst
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
#define VIRTUAL_TO_PHYSICAL(addr)
void stars_burst_render(EffectInstance *effect)
void stars_burst_init(EffectInstance *effect)
void stars_burst_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, s32 arg6)
void stars_burst_update(EffectInstance *effect)
void stars_burst_appendGfx(void *effect)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext