Go to the source code of this file.
◆ sweat_init()
◆ sweat_update()
Definition at line 51 of file sweat.c.
51 {
53
57 return;
58 }
66 }
68}
struct SweatFXData * sweat
Referenced by sweat_main().
◆ sweat_render()
Definition at line 70 of file sweat.c.
70 {
73
78
81}
#define queue_render_task
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
void(* appendGfx)(void *)
void sweat_appendGfx(void *effect)
Referenced by sweat_main().
◆ sweat_appendGfx()
void sweat_appendGfx |
( |
void * | effect | ) |
|
Definition at line 83 of file sweat.c.
83 {
87
90
97
99
100 if (data->
unk_10 > 0.0f) {
102 } else {
104 }
105
107}
#define VIRTUAL_TO_PHYSICAL(addr)
DisplayContext * gDisplayContext
Referenced by sweat_render().
◆ sweat_main()
void sweat_main |
( |
s32 | arg0, |
|
|
f32 | arg1, |
|
|
f32 | arg2, |
|
|
f32 | arg3, |
|
|
f32 | arg4, |
|
|
f32 | arg5, |
|
|
s32 | timeLeft ) |
Definition at line 14 of file sweat.c.
14 {
19 f32 temp_f2;
20 s32 numParts = 1;
21
28
31
34
37 temp_f2 = arg4 + 16.0f;
38 data->
pos.
x = arg1 + (matrix[1][0] * temp_f2);
39 data->
pos.
y = arg2 + (matrix[1][1] * temp_f2);
40 data->
pos.
z = arg3 + (matrix[1][2] * temp_f2);
41 data->
unk_18 = matrix[1][0];
42 data->
unk_1C = matrix[1][1];
43 data->
unk_20 = matrix[1][2];
46}
#define general_heap_malloc
#define create_effect_instance
#define ASSERT(condition)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void sweat_render(EffectInstance *effect)
void sweat_init(EffectInstance *effect)
void sweat_update(EffectInstance *effect)
◆ D_09000200_35C750
◆ D_090002C8_35C818
◆ D_09000390_35C8E0
◆ D_09000460_35C9B0