Rename stuff and add longshot

This commit is contained in:
Patrick12115 2024-02-13 19:19:41 -05:00
parent 8f8280e1a7
commit 74d81aab95

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@ -0,0 +1,100 @@
#ifndef OBJECTS_OBJECT_CUSTOM_EQUIP_H
#define OBJECTS_OBJECT_CUSTOM_EQUIP 1
#include "align_asset_macro.h"
// Custom Equipment Display Lists
#define dgCustomBowDL "__OTR__objects/object_custom_equip/gCustomBowDL"
static const ALIGN_ASSET(2) char gCustomBowDL[] = dgCustomBowDL;
#define dgCustomHammerDL "__OTR__objects/object_custom_equip/gCustomHammerDL"
static const ALIGN_ASSET(2) char gCustomHammerDL[] = dgCustomHammerDL;
#define dgCustomHookshotDL "__OTR__objects/object_custom_equip/gCustomHookshotDL"
static const ALIGN_ASSET(2) char gCustomHookshotDL[] = dgCustomHookshotDL;
#define dgCustomLongshotDL "__OTR__objects/object_custom_equip/gCustomLongshotDL"
static const ALIGN_ASSET(2) char gCustomLongshotDL[] = dgCustomLongshotDL;
#define dgCustomHookshotTipDL "__OTR__objects/object_custom_equip/gCustomHookshotTipDL"
static const ALIGN_ASSET(2) char gCustomHookshotTipDL[] = dgCustomHookshotTipDL;
#define dgCustomHookshotChainDL "__OTR__objects/object_custom_equip/gCustomHookshotChainDL"
static const ALIGN_ASSET(2) char gCustomHookshotChainDL[] = dgCustomHookshotChainDL;
#define dgCustomSlingshotDL "__OTR__objects/object_custom_equip/gCustomSlingshotDL"
static const ALIGN_ASSET(2) char gCustomSlingshotDL[] = dgCustomSlingshotDL;
#define dgCustomFairyOcarinaDL "__OTR__objects/object_custom_equip/gCustomFairyOcarinaDL"
static const ALIGN_ASSET(2) char gCustomFairyOcarinaDL[] = dgCustomFairyOcarinaDL;
#define dgCustomOcarinaOfTimeDL "__OTR__objects/object_custom_equip/gCustomOcarinaOfTimeDL"
static const ALIGN_ASSET(2) char gCustomOcarinaOfTimeDL[] = dgCustomOcarinaOfTimeDL;
#define dgCustomBoomerangDL "__OTR__objects/object_custom_equip/gCustomBoomerangDL"
static const ALIGN_ASSET(2) char gCustomBoomerangDL[] = dgCustomBoomerangDL;
#define dgCustomKokiriSwordDL "__OTR__objects/object_custom_equip/gCustomKokiriSwordDL"
static const ALIGN_ASSET(2) char gCustomKokiriSwordDL[] = dgCustomKokiriSwordDL;
#define dgCustomKokiriSwordSheathDL "__OTR__objects/object_custom_equip/gCustomKokiriSwordSheathDL"
static const ALIGN_ASSET(2) char gCustomKokiriSwordSheathDL[] = dgCustomKokiriSwordSheathDL;
#define dgCustomKokiriSwordInSheathDL "__OTR__objects/object_custom_equip/gCustomKokiriSwordInSheathDL"
static const ALIGN_ASSET(2) char gCustomKokiriSwordInSheathDL[] = dgCustomKokiriSwordInSheathDL;
#define dgCustomMasterSwordDL "__OTR__objects/object_custom_equip/gCustomMasterSwordDL"
static const ALIGN_ASSET(2) char gCustomMasterSwordDL[] = dgCustomMasterSwordDL;
#define dgCustomMasterSwordSheathDL "__OTR__objects/object_custom_equip/gCustomMasterSwordSheathDL"
static const ALIGN_ASSET(2) char gCustomMasterSwordSheathDL[] = dgCustomMasterSwordSheathDL;
#define dgCustomMasterSwordInSheathDL "__OTR__objects/object_custom_equip/gCustomMasterSwordInSheathDL"
static const ALIGN_ASSET(2) char gCustomMasterSwordInSheathDL[] = dgCustomMasterSwordInSheathDL;
#define dgCustomLongswordDL "__OTR__objects/object_custom_equip/gCustomLongswordDL"
static const ALIGN_ASSET(2) char gCustomLongswordDL[] = dgCustomLongswordDL;
#define dgCustomBrokenLongswordDL "__OTR__objects/object_custom_equip/gCustomBrokenLongswordDL"
static const ALIGN_ASSET(2) char gCustomBrokenLongswordDL[] = dgCustomBrokenLongswordDL;
#define dgCustomLongswordSheathDL "__OTR__objects/object_custom_equip/gCustomLongswordSheathDL"
static const ALIGN_ASSET(2) char gCustomLongswordSheathDL[] = dgCustomLongswordSheathDL;
#define dgCustomLongswordInSheathDL "__OTR__objects/object_custom_equip/gCustomLongswordInSheathDL"
static const ALIGN_ASSET(2) char gCustomLongswordInSheathDL[] = dgCustomLongswordInSheathDL;
#define dgCustomDekuShieldDL "__OTR__objects/object_custom_equip/gCustomDekuShieldDL"
static const ALIGN_ASSET(2) char gCustomDekuShieldDL[] = dgCustomDekuShieldDL;
#define dgCustomDekuShieldOnBackDL "__OTR__objects/object_custom_equip/gCustomDekuShieldOnBackDL"
static const ALIGN_ASSET(2) char gCustomDekuShieldOnBackDL[] = dgCustomDekuShieldOnBackDL;
#define dgCustomDekuShieldOnBackScaledDL "__OTR__objects/object_custom_equip/gCustomDekuShieldOnBackScaledDL"
static const ALIGN_ASSET(2) char gCustomDekuShieldOnBackScaledDL[] = dgCustomDekuShieldOnBackScaledDL;
#define dgCustomHylianShieldDL "__OTR__objects/object_custom_equip/gCustomHylianShieldDL"
static const ALIGN_ASSET(2) char gCustomHylianShieldDL[] = dgCustomHylianShieldDL;
#define dgCustomHylianShieldOnBackDL "__OTR__objects/object_custom_equip/gCustomHylianShieldOnBackDL"
static const ALIGN_ASSET(2) char gCustomHylianShieldOnBackDL[] = dgCustomHylianShieldOnBackDL;
#define dgCustomHylianShieldOnChildBackDL "__OTR__objects/object_custom_equip/gCustomHylianShieldOnChildBackDL"
static const ALIGN_ASSET(2) char gCustomHylianShieldOnChildBackDL[] = dgCustomHylianShieldOnChildBackDL;
#define dgCustomMirrorShieldDL "__OTR__objects/object_custom_equip/gCustomMirrorShieldDL"
static const ALIGN_ASSET(2) char gCustomMirrorShieldDL[] = dgCustomMirrorShieldDL;
#define dgCustomMirrorShieldOnBackDL "__OTR__objects/object_custom_equip/gCustomMirrorShieldOnBackDL"
static const ALIGN_ASSET(2) char gCustomMirrorShieldOnBackDL[] = dgCustomMirrorShieldOnBackDL;
// Custom First Person Hand Display Lists
#define dgCustomAdultFPSHandDL "__OTR__objects/object_custom_equip/gCustomAdultFPSHandDL"
static const ALIGN_ASSET(2) char gCustomAdultFPSHandDL[] = dgCustomAdultFPSHandDL;
#define dgCustomChildFPSHandDL "__OTR__objects/object_custom_equip/gCustomChildFPSHandDL"
static const ALIGN_ASSET(2) char gCustomChildFPSHandDL[] = dgCustomChildFPSHandDL;
#endif // OBJECTS_OBJECT_CUSTOM_EQUIP_H