Zelda64Recomp/patches/transform_ids.h

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#ifndef __TRANSFORM_IDS_H__
#define __TRANSFORM_IDS_H__
#include "extended_actors.h"
#define CAMERA_TRANSFORM_ID 0x10U
#define CIRCLE_OVERLAY_TRANSFORM_ID 0x11U
#define CIRCLE_OVERLAY_TRANSFORM_PROJECTION_ID 0x12U
#define TEXTBOX_TRANSFORM_ID 0x13U
#define TEXTBOX_TRANSFORM_PROJECTION_ID 0x14U
#define LETTERBOX_TRANSFORM_ID 0x15U
#define LETTERBOX_TRANSFORM_PROJECTION_ID 0x16U
#define PAUSE_CURSOR_TRANSFORM_ID 0x17U
#define PAUSE_INFO_PANEL_TRANSFORM_ID 0x18U
#define SKYBOX_TRANSFORM_ID_START 0x100U
#define PARTICLE_TRANSFORM_ID_START 0x200U
#define SOARING_WINGS_TRANSFORM_ID 0x300U
#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
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#define SOARING_LENS_FLARE_TRANSFORM_ID 0x302U
#define BOWSTRING_TRANSFORM_ID 0x400U
#define HOOKSHOT_RETICLE_TRANSFORM_ID 0x401U
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#define CUSTOM_LENS_FLARE_TRANSFORM_ID_START 0x500 // Count: 2
#define SUN_LENS_FLARE_TRANSFORM_ID 0x502 // Count: 1
#define GOHT_ROCKS_TRANSFORM_ID_START 0x600U // Count: 0x200
#define SPECIAL_EFFECTS_TRANSFORM_ID_START 0x800U
#define STAR_TRANSFORM_ID_START 0x1000U
#define EFFECT_TRANSFORM_ID_COUNT 0x800U
#define EFFECT_SPARK_TRANSFORM_ID_START 0x2000U
#define EFFECT_BLURE_TRANSFORM_ID_START (EFFECT_SPARK_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
#define EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START (EFFECT_BLURE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
#define EFFECT_TIRE_MARK_TRANSFORM_ID_START (EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
#define ACTOR_TRANSFORM_LIMB_COUNT 256
#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
#define ACTOR_TRANSFORM_ID_START 0x1000000U
u32 actor_transform_id(Actor* actor);
u32 actor_get_interpolation_skipped(Actor* actor);
void actor_set_interpolation_skipped(Actor* actor);
void actor_clear_interpolation_skipped(Actor* actor);
void actor_set_custom_flag_1(Actor* actor);
bool actor_get_custom_flag_1(Actor* actor);
void force_camera_interpolation();
void force_camera_skip_interpolation();
ActorExtensionId actor_get_slot(Actor* actor);
void actor_set_slot(Actor* actor, ActorExtensionId);
void register_base_actor_extensions();
#endif