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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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60 lines
2.2 KiB
C
60 lines
2.2 KiB
C
#ifndef __TRANSFORM_IDS_H__
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#define __TRANSFORM_IDS_H__
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#include "extended_actors.h"
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#define CAMERA_TRANSFORM_ID 0x10U
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#define CIRCLE_OVERLAY_TRANSFORM_ID 0x11U
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#define CIRCLE_OVERLAY_TRANSFORM_PROJECTION_ID 0x12U
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#define TEXTBOX_TRANSFORM_ID 0x13U
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#define TEXTBOX_TRANSFORM_PROJECTION_ID 0x14U
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#define LETTERBOX_TRANSFORM_ID 0x15U
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#define LETTERBOX_TRANSFORM_PROJECTION_ID 0x16U
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#define PAUSE_CURSOR_TRANSFORM_ID 0x17U
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#define PAUSE_INFO_PANEL_TRANSFORM_ID 0x18U
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#define SKYBOX_TRANSFORM_ID_START 0x100U
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#define PARTICLE_TRANSFORM_ID_START 0x200U
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#define SOARING_WINGS_TRANSFORM_ID 0x300U
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#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
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#define SOARING_LENS_FLARE_TRANSFORM_ID 0x302U
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#define BOWSTRING_TRANSFORM_ID 0x400U
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#define HOOKSHOT_RETICLE_TRANSFORM_ID 0x401U
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#define CUSTOM_LENS_FLARE_TRANSFORM_ID_START 0x500 // Count: 2
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#define SUN_LENS_FLARE_TRANSFORM_ID 0x502 // Count: 1
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#define GOHT_ROCKS_TRANSFORM_ID_START 0x600U // Count: 0x200
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#define SPECIAL_EFFECTS_TRANSFORM_ID_START 0x800U
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#define STAR_TRANSFORM_ID_START 0x1000U
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#define EFFECT_TRANSFORM_ID_COUNT 0x800U
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#define EFFECT_SPARK_TRANSFORM_ID_START 0x2000U
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#define EFFECT_BLURE_TRANSFORM_ID_START (EFFECT_SPARK_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
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#define EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START (EFFECT_BLURE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
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#define EFFECT_TIRE_MARK_TRANSFORM_ID_START (EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
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#define ACTOR_TRANSFORM_LIMB_COUNT 256
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#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
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#define ACTOR_TRANSFORM_ID_START 0x1000000U
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u32 actor_transform_id(Actor* actor);
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u32 actor_get_interpolation_skipped(Actor* actor);
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void actor_set_interpolation_skipped(Actor* actor);
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void actor_clear_interpolation_skipped(Actor* actor);
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void actor_set_custom_flag_1(Actor* actor);
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bool actor_get_custom_flag_1(Actor* actor);
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void force_camera_interpolation();
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void force_camera_skip_interpolation();
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ActorExtensionId actor_get_slot(Actor* actor);
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void actor_set_slot(Actor* actor, ActorExtensionId);
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void register_base_actor_extensions();
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#endif
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