// Human Overlays Indexes // // Layer 1 intentionally left empty. #define FIRE_LAYER_LOWER 2 #define MUTATIONS_LAYER 3 #define SURGERY_LAYER 4 #define UNDERWEAR_LAYER 5 #define TAIL_SOUTH_LAYER 6 #define TAIL_SOUTH_ACC_LAYER 7 #define SHOES_LAYER_ALT 8 #define UNDER_UNIFORM_LAYER_WR 9 #define UNDER_UNIFORM_LAYER_PA 10 #define UNIFORM_LAYER 11 #define ABOVE_UNIFORM_LAYER_PA 12 #define MOB_DAMAGE_LAYER 13 #define ID_LAYER 14 #define BANDAGE_LAYER 15 #define SHOES_LAYER 16 #define GLOVES_LAYER 17 #define BELT_LAYER 18 #define ABOVE_UNIFORM_LAYER_WR 19 #define SUIT_LAYER 20 #define ABOVE_SUIT_LAYER_PA 21 #define ID_LAYER_ALT 22 #define TAIL_NORTH_LAYER 23 #define TAIL_NORTH_ACC_LAYER 24 #define HAIR_LAYER_ALT 25 #define HAIR_LAYER_ALT_EMISSIVE 26 #define GLASSES_LAYER 27 #define BELT_LAYER_ALT 28 #define SUIT_STORE_LAYER 29 #define BACK_LAYER 30 #define HAIR_LAYER 31 #define HAIR_LAYER_EMISSIVE 32 #define GLASSES_LAYER_ALT 33 #define L_EAR_LAYER 34 #define R_EAR_LAYER 35 #define FACEMASK_LAYER 36 #define HEAD_LAYER 37 #define L_EAR_LAYER_ALT 38 #define R_EAR_LAYER_ALT 39 #define GLASSES_LAYER_OVER 40 #define COLLAR_LAYER 41 #define ABOVE_SUIT_LAYER_WR 42 #define HANDCUFF_LAYER 43 #define LEGCUFF_LAYER 44 #define L_HAND_LAYER 45 #define R_HAND_LAYER 46 #define FIRE_LAYER_UPPER 47 #define TOTAL_LAYERS 47