Shipwright/soh/assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h
Adam Bird 460b3d02f5
[OTR Archive] Move shared scenes out of nonmq/mq folders (#3191)
* share common scenes between mq and nonmq

* move shared scenes under shared folder and bring back thieves hideout mq handling

* update headers for shared scenes

* bump submodules

* remove mq handling for mirror world song patch

* only have unique dungeons be nomq/mq variants

* bump submodules
2023-11-06 16:44:49 -06:00

220 lines
13 KiB
C

#ifndef OBJECTS_GAMEPLAY_DANGEON_KEEP_H
#define OBJECTS_GAMEPLAY_DANGEON_KEEP_H 1
#include "align_asset_macro.h"
#define dgameplay_dangeon_keepTex_000000 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_000000"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_000000[] = dgameplay_dangeon_keepTex_000000;
#define dgameplay_dangeon_keepTex_000200 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_000200"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_000200[] = dgameplay_dangeon_keepTex_000200;
#define dgameplay_dangeon_keepTex_0005C0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0005C0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0005C0[] = dgameplay_dangeon_keepTex_0005C0;
#define dgameplay_dangeon_keepTex_001280 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_001280"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_001280[] = dgameplay_dangeon_keepTex_001280;
#define dgameplay_dangeon_keepTex_0078A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0078A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0078A0[] = dgameplay_dangeon_keepTex_0078A0;
#define dgameplay_dangeon_keepTex_007CA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_007CA0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_007CA0[] = dgameplay_dangeon_keepTex_007CA0;
#define dgameplay_dangeon_keepTex_0080A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0080A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0080A0[] = dgameplay_dangeon_keepTex_0080A0;
#define dgameplay_dangeon_keepTex_0088A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0088A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0088A0[] = dgameplay_dangeon_keepTex_0088A0;
#define dgameplay_dangeon_keepTex_00D8A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_00D8A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_00D8A0[] = dgameplay_dangeon_keepTex_00D8A0;
#define dgameplay_dangeon_keepTex_00E0A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_00E0A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_00E0A0[] = dgameplay_dangeon_keepTex_00E0A0;
#define dgameplay_dangeon_keepTex_00F8A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_00F8A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_00F8A0[] = dgameplay_dangeon_keepTex_00F8A0;
#define dgameplay_dangeon_keepTex_0108A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0108A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0108A0[] = dgameplay_dangeon_keepTex_0108A0;
#define dgameplay_dangeon_keepTex_0118A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0118A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0118A0[] = dgameplay_dangeon_keepTex_0118A0;
#define dgameplay_dangeon_keepTex_011AA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_011AA0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_011AA0[] = dgameplay_dangeon_keepTex_011AA0;
#define dgameplay_dangeon_keepTex_011CA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_011CA0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_011CA0[] = dgameplay_dangeon_keepTex_011CA0;
#define dgameplay_dangeon_keepTex_012CA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_012CA0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_012CA0[] = dgameplay_dangeon_keepTex_012CA0;
#define dgameplay_dangeon_keepTex_0134A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0134A0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0134A0[] = dgameplay_dangeon_keepTex_0134A0;
#define dgameplay_dangeon_keepTex_013CA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_013CA0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_013CA0[] = dgameplay_dangeon_keepTex_013CA0;
#define dgameplay_dangeon_keepTex_013CB0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_013CB0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_013CB0[] = dgameplay_dangeon_keepTex_013CB0;
#define dgameplay_dangeon_keepTex_0154B0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0154B0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0154B0[] = dgameplay_dangeon_keepTex_0154B0;
#define dgameplay_dangeon_keepTex_015CB0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_015CB0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_015CB0[] = dgameplay_dangeon_keepTex_015CB0;
#define dgameplay_dangeon_keepTex_0164B0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0164B0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0164B0[] = dgameplay_dangeon_keepTex_0164B0;
#define dgameplay_dangeon_keepTex_016CB0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_016CB0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_016CB0[] = dgameplay_dangeon_keepTex_016CB0;
#define dgUnusedCandleDL "__OTR__objects/gameplay_dangeon_keep/gUnusedCandleDL"
static const ALIGN_ASSET(2) char gUnusedCandleDL[] = dgUnusedCandleDL;
#define dgBrownFragmentDL "__OTR__objects/gameplay_dangeon_keep/gBrownFragmentDL"
static const ALIGN_ASSET(2) char gBrownFragmentDL[] = dgBrownFragmentDL;
#define dgUnusedStoneTex "__OTR__objects/gameplay_dangeon_keep/gUnusedStoneTex"
static const ALIGN_ASSET(2) char gUnusedStoneTex[] = dgUnusedStoneTex;
#define dgDoorLockDL "__OTR__objects/gameplay_dangeon_keep/gDoorLockDL"
static const ALIGN_ASSET(2) char gDoorLockDL[] = dgDoorLockDL;
#define dgDoorChainDL "__OTR__objects/gameplay_dangeon_keep/gDoorChainDL"
static const ALIGN_ASSET(2) char gDoorChainDL[] = dgDoorChainDL;
#define dgUnusedGoldLockTex "__OTR__objects/gameplay_dangeon_keep/gUnusedGoldLockTex"
static const ALIGN_ASSET(2) char gUnusedGoldLockTex[] = dgUnusedGoldLockTex;
#define dgDoorChainTex "__OTR__objects/gameplay_dangeon_keep/gDoorChainTex"
static const ALIGN_ASSET(2) char gDoorChainTex[] = dgDoorChainTex;
#define dgUnusedBombBagDL "__OTR__objects/gameplay_dangeon_keep/gUnusedBombBagDL"
static const ALIGN_ASSET(2) char gUnusedBombBagDL[] = dgUnusedBombBagDL;
#define dgPushBlockSilverTex "__OTR__objects/gameplay_dangeon_keep/gPushBlockSilverTex"
static const ALIGN_ASSET(2) char gPushBlockSilverTex[] = dgPushBlockSilverTex;
#define dgPushBlockBaseTex "__OTR__objects/gameplay_dangeon_keep/gPushBlockBaseTex"
static const ALIGN_ASSET(2) char gPushBlockBaseTex[] = dgPushBlockBaseTex;
#define dgPushBlockGrayTex "__OTR__objects/gameplay_dangeon_keep/gPushBlockGrayTex"
static const ALIGN_ASSET(2) char gPushBlockGrayTex[] = dgPushBlockGrayTex;
#define dgPushBlockDL "__OTR__objects/gameplay_dangeon_keep/gPushBlockDL"
static const ALIGN_ASSET(2) char gPushBlockDL[] = dgPushBlockDL;
#define dgPushBlockCol "__OTR__objects/gameplay_dangeon_keep/gPushBlockCol"
static const ALIGN_ASSET(2) char gPushBlockCol[] = dgPushBlockCol;
#define dgWoodenPlatofrmDL "__OTR__objects/gameplay_dangeon_keep/gWoodenPlatofrmDL"
static const ALIGN_ASSET(2) char gWoodenPlatofrmDL[] = dgWoodenPlatofrmDL;
#define dgSmallWoodenBoxDL "__OTR__objects/gameplay_dangeon_keep/gSmallWoodenBoxDL"
static const ALIGN_ASSET(2) char gSmallWoodenBoxDL[] = dgSmallWoodenBoxDL;
#define dgSmallWoodenBoxFragmentDL "__OTR__objects/gameplay_dangeon_keep/gSmallWoodenBoxFragmentDL"
static const ALIGN_ASSET(2) char gSmallWoodenBoxFragmentDL[] = dgSmallWoodenBoxFragmentDL;
#define dgBetaKokiriSwordSpriteDL "__OTR__objects/gameplay_dangeon_keep/gBetaKokiriSwordSpriteDL"
static const ALIGN_ASSET(2) char gBetaKokiriSwordSpriteDL[] = dgBetaKokiriSwordSpriteDL;
#define dgMagicJarSpriteDL "__OTR__objects/gameplay_dangeon_keep/gMagicJarSpriteDL"
static const ALIGN_ASSET(2) char gMagicJarSpriteDL[] = dgMagicJarSpriteDL;
#define dgBetaSlingshotSpriteDL "__OTR__objects/gameplay_dangeon_keep/gBetaSlingshotSpriteDL"
static const ALIGN_ASSET(2) char gBetaSlingshotSpriteDL[] = dgBetaSlingshotSpriteDL;
#define dgFloorSwitch1DL "__OTR__objects/gameplay_dangeon_keep/gFloorSwitch1DL"
static const ALIGN_ASSET(2) char gFloorSwitch1DL[] = dgFloorSwitch1DL;
#define dgRustyFloorSwitchDL "__OTR__objects/gameplay_dangeon_keep/gRustyFloorSwitchDL"
static const ALIGN_ASSET(2) char gRustyFloorSwitchDL[] = dgRustyFloorSwitchDL;
#define dgFloorSwitch2DL "__OTR__objects/gameplay_dangeon_keep/gFloorSwitch2DL"
static const ALIGN_ASSET(2) char gFloorSwitch2DL[] = dgFloorSwitch2DL;
#define dgFloorSwitchCol "__OTR__objects/gameplay_dangeon_keep/gFloorSwitchCol"
static const ALIGN_ASSET(2) char gFloorSwitchCol[] = dgFloorSwitchCol;
#define dgFloorSwitch3DL "__OTR__objects/gameplay_dangeon_keep/gFloorSwitch3DL"
static const ALIGN_ASSET(2) char gFloorSwitch3DL[] = dgFloorSwitch3DL;
#define dgBetaFloorSwitchDL "__OTR__objects/gameplay_dangeon_keep/gBetaFloorSwitchDL"
static const ALIGN_ASSET(2) char gBetaFloorSwitchDL[] = dgBetaFloorSwitchDL;
#define dgEyeSwitch1DL "__OTR__objects/gameplay_dangeon_keep/gEyeSwitch1DL"
static const ALIGN_ASSET(2) char gEyeSwitch1DL[] = dgEyeSwitch1DL;
#define dgEyeSwitch2DL "__OTR__objects/gameplay_dangeon_keep/gEyeSwitch2DL"
static const ALIGN_ASSET(2) char gEyeSwitch2DL[] = dgEyeSwitch2DL;
#define dgCrystalSwitchCoreOpaDL "__OTR__objects/gameplay_dangeon_keep/gCrystalSwitchCoreOpaDL"
static const ALIGN_ASSET(2) char gCrystalSwitchCoreOpaDL[] = dgCrystalSwitchCoreOpaDL;
#define dgCrystalSwitchCoreXluDL "__OTR__objects/gameplay_dangeon_keep/gCrystalSwitchCoreXluDL"
static const ALIGN_ASSET(2) char gCrystalSwitchCoreXluDL[] = dgCrystalSwitchCoreXluDL;
#define dgCrystalSwitchDiamondOpaDL "__OTR__objects/gameplay_dangeon_keep/gCrystalSwitchDiamondOpaDL"
static const ALIGN_ASSET(2) char gCrystalSwitchDiamondOpaDL[] = dgCrystalSwitchDiamondOpaDL;
#define dgCrystalSwitchDiamondXluDL "__OTR__objects/gameplay_dangeon_keep/gCrystalSwitchDiamondXluDL"
static const ALIGN_ASSET(2) char gCrystalSwitchDiamondXluDL[] = dgCrystalSwitchDiamondXluDL;
#define dgBetaCrystalSwitchDL "__OTR__objects/gameplay_dangeon_keep/gBetaCrystalSwitchDL"
static const ALIGN_ASSET(2) char gBetaCrystalSwitchDL[] = dgBetaCrystalSwitchDL;
#define dgEyeSwitchGoldClosedTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchGoldClosedTex"
static const ALIGN_ASSET(2) char gEyeSwitchGoldClosedTex[] = dgEyeSwitchGoldClosedTex;
#define dgEyeSwitchGoldOpeningTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchGoldOpeningTex"
static const ALIGN_ASSET(2) char gEyeSwitchGoldOpeningTex[] = dgEyeSwitchGoldOpeningTex;
#define dgEyeSwitchGoldClosingTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchGoldClosingTex"
static const ALIGN_ASSET(2) char gEyeSwitchGoldClosingTex[] = dgEyeSwitchGoldClosingTex;
#define dgEyeSwitchGoldOpenTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchGoldOpenTex"
static const ALIGN_ASSET(2) char gEyeSwitchGoldOpenTex[] = dgEyeSwitchGoldOpenTex;
#define dgEyeSwitchSilverOpenTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchSilverOpenTex"
static const ALIGN_ASSET(2) char gEyeSwitchSilverOpenTex[] = dgEyeSwitchSilverOpenTex;
#define dgEyeSwitchSilverHalfTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchSilverHalfTex"
static const ALIGN_ASSET(2) char gEyeSwitchSilverHalfTex[] = dgEyeSwitchSilverHalfTex;
#define dgEyeSwitchSilverClosedTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchSilverClosedTex"
static const ALIGN_ASSET(2) char gEyeSwitchSilverClosedTex[] = dgEyeSwitchSilverClosedTex;
#define dgDungeonKeepTex_00C8A0 "__OTR__objects/gameplay_dangeon_keep/gDungeonKeepTex_00C8A0"
static const ALIGN_ASSET(2) char gDungeonKeepTex_00C8A0[] = dgDungeonKeepTex_00C8A0;
#define dgDungeonkeepTex_00D0A0 "__OTR__objects/gameplay_dangeon_keep/gDungeonkeepTex_00D0A0"
static const ALIGN_ASSET(2) char gDungeonkeepTex_00D0A0[] = dgDungeonkeepTex_00D0A0;
#define dgDungeonKeepTex_00E8A0 "__OTR__objects/gameplay_dangeon_keep/gDungeonKeepTex_00E8A0"
static const ALIGN_ASSET(2) char gDungeonKeepTex_00E8A0[] = dgDungeonKeepTex_00E8A0;
#define dgDungeonKeepTex_00ECA0 "__OTR__objects/gameplay_dangeon_keep/gDungeonKeepTex_00ECA0"
static const ALIGN_ASSET(2) char gDungeonKeepTex_00ECA0[] = dgDungeonKeepTex_00ECA0;
#define dgDungeonKeepTex_00F0A0 "__OTR__objects/gameplay_dangeon_keep/gDungeonKeepTex_00F0A0"
static const ALIGN_ASSET(2) char gDungeonKeepTex_00F0A0[] = dgDungeonKeepTex_00F0A0;
#define dgCrstalSwitchRedTex "__OTR__objects/gameplay_dangeon_keep/gCrstalSwitchRedTex"
static const ALIGN_ASSET(2) char gCrstalSwitchRedTex[] = dgCrstalSwitchRedTex;
#define dgCrstalSwitchBlueTex "__OTR__objects/gameplay_dangeon_keep/gCrstalSwitchBlueTex"
static const ALIGN_ASSET(2) char gCrstalSwitchBlueTex[] = dgCrstalSwitchBlueTex;
#define dgPotDL "__OTR__objects/gameplay_dangeon_keep/gPotDL"
static const ALIGN_ASSET(2) char gPotDL[] = dgPotDL;
#define dgPotFragmentDL "__OTR__objects/gameplay_dangeon_keep/gPotFragmentDL"
static const ALIGN_ASSET(2) char gPotFragmentDL[] = dgPotFragmentDL;
#endif // OBJECTS_GAMEPLAY_DANGEON_KEEP_H