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◆ water_splash_init()
◆ water_splash_render()
Definition at line 154 of file water_splash.c.
154 {
157
162
164}
BSS s32 PopupMenu_SelectedIndex
#define queue_render_task
@ RENDER_MODE_CLOUD_NO_ZCMP
void(* appendGfx)(void *)
void water_splash_appendGfx(void *effect)
Referenced by water_splash_main().
◆ water_splash_update()
Definition at line 105 of file water_splash.c.
105 {
109 s32 i;
110
116 }
117
118 if (
part->unk_1C < 1000) {
120 }
121
126 return;
127 }
128
131 }
132
138 part->unk_30 *= 0.98;
140 part->unk_10.y += -0.8;
141 }
142 part->unk_10.y += -0.1;
143 part->unk_10.x *= 0.98;
144 part->unk_10.y *= 0.98;
145 part->unk_10.z *= 0.98;
148 } else {
150 }
151 }
152}
EffectInstanceDataPtr data
struct WaterSplashFXData * waterSplash
@ FX_INSTANCE_FLAG_DISMISS
Referenced by water_splash_main().
◆ water_splash_appendGfx()
void water_splash_appendGfx |
( |
void * | effect | ) |
|
Definition at line 169 of file water_splash.c.
169 {
177 s32 i;
178
188
189 data++;
190 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, data++) {
193
196 } else {
198 }
199
202 } else {
204 }
205
209
219 }
221}
GameStatus * gGameStatusPtr
DisplayContext * gDisplayContext
Referenced by water_splash_render().
◆ water_splash_main()
Definition at line 19 of file water_splash.c.
19 {
24 s32 i;
25 s32 numParts;
26
28 case 0:
29 case 1:
30 numParts = 21;
31 break;
32 case 2:
33 numParts = 41;
34 break;
35 default:
36 numParts = 11;
37 break;
38 }
39
50
55 } else {
57 }
67
69 part->unk_04.x = 0.0f;
70 part->unk_04.y = 0.0f;
71 part->unk_04.z = 0.0f;
74 case 0:
78 break;
79 case 1:
83 break;
84 case 2:
88 break;
89 default:
95 break;
96 }
98 }
99 return effect;
100}
#define general_heap_malloc
#define create_effect_instance
#define ASSERT(condition)
void water_splash_update(EffectInstance *effect)
void water_splash_render(EffectInstance *effect)
void water_splash_init(EffectInstance *effect)
Referenced by water_block_update().
◆ func_E00BE5B4()
◆ D_09000100_3BCB90
◆ D_09000268_3BCCF8
◆ D_09000288_3BCD18
◆ D_090002A8_3BCD38
◆ D_E00BEAF0