Shipwright/soh/assets/scenes/dungeons/MIZUsin/MIZUsin_room_16.h

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#pragma once
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#include "align_asset_macro.h"
#define dMIZUsin_room_16DL_000D50 "__OTR__scenes/nonmq/MIZUsin_scene/MIZUsin_room_16DL_000D50"
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static const ALIGN_ASSET(2) char MIZUsin_room_16DL_000D50[] = dMIZUsin_room_16DL_000D50;
#define dMIZUsin_room_16Tex_002330 "__OTR__scenes/nonmq/MIZUsin_scene/MIZUsin_room_16Tex_002330"
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static const ALIGN_ASSET(2) char MIZUsin_room_16Tex_002330[] = dMIZUsin_room_16Tex_002330;
#define dMIZUsin_room_16Tex_001330 "__OTR__scenes/nonmq/MIZUsin_scene/MIZUsin_room_16Tex_001330"
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static const ALIGN_ASSET(2) char MIZUsin_room_16Tex_001330[] = dMIZUsin_room_16Tex_001330;
#define dMIZUsin_room_16Tex_001B30 "__OTR__scenes/nonmq/MIZUsin_scene/MIZUsin_room_16Tex_001B30"
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static const ALIGN_ASSET(2) char MIZUsin_room_16Tex_001B30[] = dMIZUsin_room_16Tex_001B30;
#define dMIZUsin_room_16Tex_003330 "__OTR__scenes/nonmq/MIZUsin_scene/MIZUsin_room_16Tex_003330"
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static const ALIGN_ASSET(2) char MIZUsin_room_16Tex_003330[] = dMIZUsin_room_16Tex_003330;
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#define dMIZUsin_room_16Tex_002B30 "__OTR__scenes/nonmq/MIZUsin_scene/MIZUsin_room_16Tex_002B30"
static const ALIGN_ASSET(2) char MIZUsin_room_16Tex_002B30[] = dMIZUsin_room_16Tex_002B30;