43 for (i = 1; i < numParts; i++, part++) {
48 part->
unk_04.
x = temp_s0_2 + 75;
52 part->
unk_20 = 360 - temp_s2;
61 part->
unk_1C = (f32)temp_v0_2 * 0.1;
69 part->
unk_1C = 2.0 * ((f32)temp_v0_2 * 0.1);
72 part->
unk_1C = 2.0 * ((f32)temp_v0_2 * 0.1);
115 for (i = 1; i < effect->
numParts; i++, part++) {
132 if (part->
unk_04.
x > -200.0f) {
165 for (i = 1; i < effect->
numParts; i++, part++) {
176 if (part->
unk_04.
x > -200.0f) {
186 part->
unk_30 *= 0.9603999999999999;
187 part->
unk_38 *= 0.9603999999999999;
188 part->
unk_14 *= 0.9603999999999999;
200 part->
unk_30 *= 0.9603999999999999;
201 part->
unk_38 *= 0.9603999999999999;
209 for (i = 1; i < effect->
numParts; i++, part++) {
240 if (part->
type == 0) {
252 for (i = 1; i < ((
EffectInstance*)effect)->numParts; i++, part++) {
#define general_heap_malloc
#define queue_render_task
#define create_effect_instance
struct WindyLeavesFXData * windyLeaves
s32 effect_simple_rand(s32, s32)
#define ASSERT(condition)
@ RENDER_TASK_FLAG_REFLECT_FLOOR
@ RENDER_MODE_CLOUD_NO_ZCMP
void(* renderUI)(EffectInstance *effectInst)
void(* init)(EffectInstance *effectInst)
void(* update)(EffectInstance *effectInst)
void(* renderWorld)(EffectInstance *effectInst)
void(* appendGfx)(void *)
DisplayContext * gDisplayContext
void windy_leaves_update(EffectInstance *effect)
void windy_leaves_render(EffectInstance *effect)
void windy_leaves_init(EffectInstance *effect)
void windy_leaves_main(s32 type, f32 arg1, f32 arg2, f32 arg3)
void windy_leaves_appendGfx(void *effect)