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https://github.com/HarbourMasters/Shipwright.git
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460b3d02f5
* 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
93 lines
6.1 KiB
C
93 lines
6.1 KiB
C
#ifndef OBJECTS_OBJECT_HORSE_ZELDA_H
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#define OBJECTS_OBJECT_HORSE_ZELDA_H 1
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#include "align_asset_macro.h"
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#define dobject_horse_zeldaTex_000408 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_000408"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_000408[] = dobject_horse_zeldaTex_000408;
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#define dobject_horse_zeldaTex_000888 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_000888"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_000888[] = dobject_horse_zeldaTex_000888;
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#define dobject_horse_zeldaTex_000988 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_000988"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_000988[] = dobject_horse_zeldaTex_000988;
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#define dobject_horse_zeldaTex_002578 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_002578"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_002578[] = dobject_horse_zeldaTex_002578;
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#define dobject_horse_zeldaTex_002678 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_002678"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_002678[] = dobject_horse_zeldaTex_002678;
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#define dobject_horse_zeldaTex_002778 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_002778"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_002778[] = dobject_horse_zeldaTex_002778;
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#define dobject_horse_zeldaTex_002978 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_002978"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_002978[] = dobject_horse_zeldaTex_002978;
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#define dobject_horse_zeldaTex_003178 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_003178"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_003178[] = dobject_horse_zeldaTex_003178;
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#define dobject_horse_zeldaTex_003278 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_003278"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_003278[] = dobject_horse_zeldaTex_003278;
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#define dobject_horse_zeldaTex_003378 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_003378"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_003378[] = dobject_horse_zeldaTex_003378;
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#define dobject_horse_zeldaTex_0033F8 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_0033F8"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_0033F8[] = dobject_horse_zeldaTex_0033F8;
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#define dobject_horse_zeldaTex_0034F8 "__OTR__objects/object_horse_zelda/object_horse_zeldaTex_0034F8"
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static const ALIGN_ASSET(2) char object_horse_zeldaTex_0034F8[] = dobject_horse_zeldaTex_0034F8;
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#define dgHorseZeldaSkel "__OTR__objects/object_horse_zelda/gHorseZeldaSkel"
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static const ALIGN_ASSET(2) char gHorseZeldaSkel[] = dgHorseZeldaSkel;
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#define dgHorseZeldaGallopingAnim "__OTR__objects/object_horse_zelda/gHorseZeldaGallopingAnim"
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static const ALIGN_ASSET(2) char gHorseZeldaGallopingAnim[] = dgHorseZeldaGallopingAnim;
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#define dgHorseZeldaEyeTex "__OTR__objects/object_horse_zelda/gHorseZeldaEyeTex"
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static const ALIGN_ASSET(2) char gHorseZeldaEyeTex[] = dgHorseZeldaEyeTex;
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#define dgHorseZeldaHeadHairTex "__OTR__objects/object_horse_zelda/gHorseZeldaHeadHairTex"
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static const ALIGN_ASSET(2) char gHorseZeldaHeadHairTex[] = dgHorseZeldaHeadHairTex;
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#define dgHorseZeldaNoseTex "__OTR__objects/object_horse_zelda/gHorseZeldaNoseTex"
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static const ALIGN_ASSET(2) char gHorseZeldaNoseTex[] = dgHorseZeldaNoseTex;
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#define dgHorseZeldaLegTex "__OTR__objects/object_horse_zelda/gHorseZeldaLegTex"
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static const ALIGN_ASSET(2) char gHorseZeldaLegTex[] = dgHorseZeldaLegTex;
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#define dgHorseZeldaSkelLimbsLimb_0067E4SkinLimbDL_0036F8 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_0067E4SkinLimbDL_0036F8"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_0067E4SkinLimbDL_0036F8[] = dgHorseZeldaSkelLimbsLimb_0067E4SkinLimbDL_0036F8;
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#define dgHorseZeldaSkelLimbsLimb_006864DL_002258 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_006864DL_002258"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_006864DL_002258[] = dgHorseZeldaSkelLimbsLimb_006864DL_002258;
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#define dgHorseZeldaSkelLimbsLimb_0068D4DL_001DA0 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_0068D4DL_001DA0"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_0068D4DL_001DA0[] = dgHorseZeldaSkelLimbsLimb_0068D4DL_001DA0;
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#define dgHorseZeldaSkelLimbsLimb_0068E4DL_001CE8 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_0068E4DL_001CE8"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_0068E4DL_001CE8[] = dgHorseZeldaSkelLimbsLimb_0068E4DL_001CE8;
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#define dgHorseZeldaSkelLimbsLimb_006954DL_001F70 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_006954DL_001F70"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_006954DL_001F70[] = dgHorseZeldaSkelLimbsLimb_006954DL_001F70;
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#define dgHorseZeldaSkelLimbsLimb_006964DL_001EB8 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_006964DL_001EB8"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_006964DL_001EB8[] = dgHorseZeldaSkelLimbsLimb_006964DL_001EB8;
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#define dgHorseZeldaSkelLimbsLimb_0069D4DL_001BD0 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_0069D4DL_001BD0"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_0069D4DL_001BD0[] = dgHorseZeldaSkelLimbsLimb_0069D4DL_001BD0;
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#define dgHorseZeldaSkelLimbsLimb_0069E4DL_001B18 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_0069E4DL_001B18"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_0069E4DL_001B18[] = dgHorseZeldaSkelLimbsLimb_0069E4DL_001B18;
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#define dgHorseZeldaSkelLimbsLimb_006A54DL_002140 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_006A54DL_002140"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_006A54DL_002140[] = dgHorseZeldaSkelLimbsLimb_006A54DL_002140;
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#define dgHorseZeldaSkelLimbsLimb_006A64DL_002088 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_006A64DL_002088"
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static const ALIGN_ASSET(2) char gHorseZeldaSkelLimbsLimb_006A64DL_002088[] = dgHorseZeldaSkelLimbsLimb_006A64DL_002088;
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#define dgHorseZeldaSkelLimbsLimb_0067E4SkinLimbDL_0036F8 "__OTR__objects/object_horse_zelda/gHorseZeldaSkelLimbsLimb_0067E4SkinLimbDL_0036F8"
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#endif // OBJECTS_OBJECT_HORSE_ZELDA_H
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