Zelda64Recomp/patches/transform_ids.h

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#ifndef __TRANSFORM_IDS_H__
#define __TRANSFORM_IDS_H__
#define CAMERA_TRANSFORM_ID_START 0x10U
#define SKYBOX_TRANSFORM_ID_START 0x100U
#define PARTICLE_TRANSFORM_ID_START 0x200U
#define ACTOR_TRANSFORM_LIMB_COUNT 128
#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
#endif