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