14void sweat_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, s32 timeLeft) {
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];
100 if (data->
unk_10 > 0.0f) {
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct SweatFXData * sweat
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
#define VIRTUAL_TO_PHYSICAL(addr)
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
void sweat_render(EffectInstance *effect)
void sweat_init(EffectInstance *effect)
void sweat_update(EffectInstance *effect)
void sweat_appendGfx(void *effect)
void sweat_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, s32 timeLeft)
DisplayContext * gDisplayContext