+#define NUM_GLOBAL_ANIM_PARTS_ALL (NUM_GLOBAL_ANIM_PARTS + 1)
+#define NUM_GLOBAL_ANIM_TOKENS (2 * NUM_GLOBAL_ANIMS)
+
+#define GLOBAL_ANIM_ID_GRAPHIC_FIRST 0
+#define GLOBAL_ANIM_ID_GRAPHIC_LAST 7
+#define GLOBAL_ANIM_ID_CONTROL_FIRST (NUM_GLOBAL_ANIMS + 0)
+#define GLOBAL_ANIM_ID_CONTROL_LAST (NUM_GLOBAL_ANIMS + 7)
+
+#define GLOBAL_ANIM_ID_PART_FIRST 0
+#define GLOBAL_ANIM_ID_PART_LAST 7
+#define GLOBAL_ANIM_ID_PART_BASE 8