Shipwright/soh/assets/scenes/dungeons/bdan/bdan_room_1.h

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#ifndef DUNGEONS_BDAN_ROOM_1_H
#define DUNGEONS_BDAN_ROOM_1_H 1
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#include "align_asset_macro.h"
#define dbdan_room_1DL_004DF0 "__OTR__scenes/nonmq/bdan_scene/bdan_room_1DL_004DF0"
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static const ALIGN_ASSET(2) char bdan_room_1DL_004DF0[] = dbdan_room_1DL_004DF0;
#define dbdan_room_1Tex_004E00 "__OTR__scenes/nonmq/bdan_scene/bdan_room_1Tex_004E00"
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static const ALIGN_ASSET(2) char bdan_room_1Tex_004E00[] = dbdan_room_1Tex_004E00;
#define dbdan_room_1Tex_005600 "__OTR__scenes/nonmq/bdan_scene/bdan_room_1Tex_005600"
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static const ALIGN_ASSET(2) char bdan_room_1Tex_005600[] = dbdan_room_1Tex_005600;
#define dbdan_room_1DL_005FA8 "__OTR__scenes/nonmq/bdan_scene/bdan_room_1DL_005FA8"
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static const ALIGN_ASSET(2) char bdan_room_1DL_005FA8[] = dbdan_room_1DL_005FA8;
#define dbdan_room_1Set_000240DL_004DF0 "__OTR__scenes/nonmq/bdan_scene/bdan_room_1Set_000240DL_004DF0"
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static const ALIGN_ASSET(2) char bdan_room_1Set_000240DL_004DF0[] = dbdan_room_1Set_000240DL_004DF0;
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#define dbdan_room_1Set_000240DL_005FA8 "__OTR__scenes/nonmq/bdan_scene/bdan_room_1Set_000240DL_005FA8"
static const ALIGN_ASSET(2) char bdan_room_1Set_000240DL_005FA8[] = dbdan_room_1Set_000240DL_005FA8;
#endif // DUNGEONS_BDAN_ROOM_1_H