69 part->unk_04.x = 0.0f;
70 part->unk_04.y = 0.0f;
71 part->unk_04.z = 0.0f;
118 if (
part->unk_1C < 1000) {
138 part->unk_30 *= 0.98;
140 part->unk_10.y += -0.8;
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;
190 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, data++) {
BSS s32 PopupMenu_SelectedIndex
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
EffectInstanceDataPtr data
struct WaterSplashFXData * waterSplash
#define ASSERT(condition)
@ FX_INSTANCE_FLAG_DISMISS
@ RENDER_MODE_CLOUD_NO_ZCMP
void(* appendGfx)(void *)
GameStatus * gGameStatusPtr
DisplayContext * gDisplayContext
void water_splash_update(EffectInstance *effect)
EffectInstance * water_splash_main(s32 arg0, f32 arg1, f32 arg2, f32 arg3, f32 arg4, s32 arg5)
void water_splash_render(EffectInstance *effect)
void water_splash_init(EffectInstance *effect)
void water_splash_appendGfx(void *effect)