#ifndef OBJECTS_OBJECT_AND_H #define OBJECTS_OBJECT_AND_H 1 #include "align_asset_macro.h" #define dgAndStaticAnim "__OTR__objects/object_and/gAndStaticAnim" static const ALIGN_ASSET(2) char gAndStaticAnim[] = dgAndStaticAnim; #define dgAndTrainDL "__OTR__objects/object_and/gAndTrainDL" static const ALIGN_ASSET(2) char gAndTrainDL[] = dgAndTrainDL; #define dgAndCalvesDL "__OTR__objects/object_and/gAndCalvesDL" static const ALIGN_ASSET(2) char gAndCalvesDL[] = dgAndCalvesDL; #define dgAndShinsDL "__OTR__objects/object_and/gAndShinsDL" static const ALIGN_ASSET(2) char gAndShinsDL[] = dgAndShinsDL; #define dgAndThighsDL "__OTR__objects/object_and/gAndThighsDL" static const ALIGN_ASSET(2) char gAndThighsDL[] = dgAndThighsDL; #define dgAndPelvisDL "__OTR__objects/object_and/gAndPelvisDL" static const ALIGN_ASSET(2) char gAndPelvisDL[] = dgAndPelvisDL; #define dgAndLowerVeilDL "__OTR__objects/object_and/gAndLowerVeilDL" static const ALIGN_ASSET(2) char gAndLowerVeilDL[] = dgAndLowerVeilDL; #define dgAndUpperVeilDL "__OTR__objects/object_and/gAndUpperVeilDL" static const ALIGN_ASSET(2) char gAndUpperVeilDL[] = dgAndUpperVeilDL; #define dgAndVeilBaseDL "__OTR__objects/object_and/gAndVeilBaseDL" static const ALIGN_ASSET(2) char gAndVeilBaseDL[] = dgAndVeilBaseDL; #define dgAndHeadDL "__OTR__objects/object_and/gAndHeadDL" static const ALIGN_ASSET(2) char gAndHeadDL[] = dgAndHeadDL; #define dgAndBouquetDL "__OTR__objects/object_and/gAndBouquetDL" static const ALIGN_ASSET(2) char gAndBouquetDL[] = dgAndBouquetDL; #define dgAndCenterLeavesTipDL "__OTR__objects/object_and/gAndCenterLeavesTipDL" static const ALIGN_ASSET(2) char gAndCenterLeavesTipDL[] = dgAndCenterLeavesTipDL; #define dgAndCenterLeavesDL "__OTR__objects/object_and/gAndCenterLeavesDL" static const ALIGN_ASSET(2) char gAndCenterLeavesDL[] = dgAndCenterLeavesDL; #define dgAndRightLeavesTipDL "__OTR__objects/object_and/gAndRightLeavesTipDL" static const ALIGN_ASSET(2) char gAndRightLeavesTipDL[] = dgAndRightLeavesTipDL; #define dgAndRightLeavesDL "__OTR__objects/object_and/gAndRightLeavesDL" static const ALIGN_ASSET(2) char gAndRightLeavesDL[] = dgAndRightLeavesDL; #define dgAndLeftLeavesTipDL "__OTR__objects/object_and/gAndLeftLeavesTipDL" static const ALIGN_ASSET(2) char gAndLeftLeavesTipDL[] = dgAndLeftLeavesTipDL; #define dgAndLeftLeavesDL "__OTR__objects/object_and/gAndLeftLeavesDL" static const ALIGN_ASSET(2) char gAndLeftLeavesDL[] = dgAndLeftLeavesDL; #define dgAndRightHandDL "__OTR__objects/object_and/gAndRightHandDL" static const ALIGN_ASSET(2) char gAndRightHandDL[] = dgAndRightHandDL; #define dgAndRightForearmDL "__OTR__objects/object_and/gAndRightForearmDL" static const ALIGN_ASSET(2) char gAndRightForearmDL[] = dgAndRightForearmDL; #define dgAndRightUpperArmDL "__OTR__objects/object_and/gAndRightUpperArmDL" static const ALIGN_ASSET(2) char gAndRightUpperArmDL[] = dgAndRightUpperArmDL; #define dgAndLeftHandDL "__OTR__objects/object_and/gAndLeftHandDL" static const ALIGN_ASSET(2) char gAndLeftHandDL[] = dgAndLeftHandDL; #define dgAndLeftForearmDL "__OTR__objects/object_and/gAndLeftForearmDL" static const ALIGN_ASSET(2) char gAndLeftForearmDL[] = dgAndLeftForearmDL; #define dgAndLeftUpperArmDL "__OTR__objects/object_and/gAndLeftUpperArmDL" static const ALIGN_ASSET(2) char gAndLeftUpperArmDL[] = dgAndLeftUpperArmDL; #define dgAndSymbolDL "__OTR__objects/object_and/gAndSymbolDL" static const ALIGN_ASSET(2) char gAndSymbolDL[] = dgAndSymbolDL; #define dgAndTorsoDL "__OTR__objects/object_and/gAndTorsoDL" static const ALIGN_ASSET(2) char gAndTorsoDL[] = dgAndTorsoDL; #define dgAndSkinShadowTex "__OTR__objects/object_and/gAndSkinShadowTex" static const ALIGN_ASSET(2) char gAndSkinShadowTex[] = dgAndSkinShadowTex; #define dgAndHairTex "__OTR__objects/object_and/gAndHairTex" static const ALIGN_ASSET(2) char gAndHairTex[] = dgAndHairTex; #define dgAndEarTex "__OTR__objects/object_and/gAndEarTex" static const ALIGN_ASSET(2) char gAndEarTex[] = dgAndEarTex; #define dgAndFingersTex "__OTR__objects/object_and/gAndFingersTex" static const ALIGN_ASSET(2) char gAndFingersTex[] = dgAndFingersTex; #define dgAndDressGradientTex "__OTR__objects/object_and/gAndDressGradientTex" static const ALIGN_ASSET(2) char gAndDressGradientTex[] = dgAndDressGradientTex; #define dgAndDressSymbolTex "__OTR__objects/object_and/gAndDressSymbolTex" static const ALIGN_ASSET(2) char gAndDressSymbolTex[] = dgAndDressSymbolTex; #define dgAndPearlTex "__OTR__objects/object_and/gAndPearlTex" static const ALIGN_ASSET(2) char gAndPearlTex[] = dgAndPearlTex; #define dgAndLeavesTex "__OTR__objects/object_and/gAndLeavesTex" static const ALIGN_ASSET(2) char gAndLeavesTex[] = dgAndLeavesTex; #define dgAndFlowerTex "__OTR__objects/object_and/gAndFlowerTex" static const ALIGN_ASSET(2) char gAndFlowerTex[] = dgAndFlowerTex; #define dgAndEyeOpenTex "__OTR__objects/object_and/gAndEyeOpenTex" static const ALIGN_ASSET(2) char gAndEyeOpenTex[] = dgAndEyeOpenTex; #define dgAndEyeClosingTex "__OTR__objects/object_and/gAndEyeClosingTex" static const ALIGN_ASSET(2) char gAndEyeClosingTex[] = dgAndEyeClosingTex; #define dgAndEyeClosedTex "__OTR__objects/object_and/gAndEyeClosedTex" static const ALIGN_ASSET(2) char gAndEyeClosedTex[] = dgAndEyeClosedTex; #define dgAndEyeOpeningTex "__OTR__objects/object_and/gAndEyeOpeningTex" static const ALIGN_ASSET(2) char gAndEyeOpeningTex[] = dgAndEyeOpeningTex; #define dgAndMouthNeutralTex "__OTR__objects/object_and/gAndMouthNeutralTex" static const ALIGN_ASSET(2) char gAndMouthNeutralTex[] = dgAndMouthNeutralTex; #define dgAndMouthSmileTex "__OTR__objects/object_and/gAndMouthSmileTex" static const ALIGN_ASSET(2) char gAndMouthSmileTex[] = dgAndMouthSmileTex; #define dgAndDressSpotsTex "__OTR__objects/object_and/gAndDressSpotsTex" static const ALIGN_ASSET(2) char gAndDressSpotsTex[] = dgAndDressSpotsTex; #define dgAndDressCircleTex "__OTR__objects/object_and/gAndDressCircleTex" static const ALIGN_ASSET(2) char gAndDressCircleTex[] = dgAndDressCircleTex; #define dgAndSkel "__OTR__objects/object_and/gAndSkel" static const ALIGN_ASSET(2) char gAndSkel[] = dgAndSkel; #define dgAndWalkAnim "__OTR__objects/object_and/gAndWalkAnim" static const ALIGN_ASSET(2) char gAndWalkAnim[] = dgAndWalkAnim; #define dgAndRaiseHandAnim "__OTR__objects/object_and/gAndRaiseHandAnim" static const ALIGN_ASSET(2) char gAndRaiseHandAnim[] = dgAndRaiseHandAnim; #define dgAndRaisedHandLoopAnim "__OTR__objects/object_and/gAndRaisedHandLoopAnim" static const ALIGN_ASSET(2) char gAndRaisedHandLoopAnim[] = dgAndRaisedHandLoopAnim; #define dgAndRaiseHeadAnim "__OTR__objects/object_and/gAndRaiseHeadAnim" static const ALIGN_ASSET(2) char gAndRaiseHeadAnim[] = dgAndRaiseHeadAnim; #define dgAndRaisedHeadLoopAnim "__OTR__objects/object_and/gAndRaisedHeadLoopAnim" static const ALIGN_ASSET(2) char gAndRaisedHeadLoopAnim[] = dgAndRaisedHeadLoopAnim; #define dgAndRaisedHandWalkAnim "__OTR__objects/object_and/gAndRaisedHandWalkAnim" static const ALIGN_ASSET(2) char gAndRaisedHandWalkAnim[] = dgAndRaisedHandWalkAnim; #define dgAndIdleAnim "__OTR__objects/object_and/gAndIdleAnim" static const ALIGN_ASSET(2) char gAndIdleAnim[] = dgAndIdleAnim; typedef enum ObjectAndLimb { /* 0x00 */ OBJECT_AND_LIMB_NONE, /* 0x01 */ OBJECT_AND_LIMB_ROOT, /* 0x02 */ OBJECT_AND_LIMB_TORSO, /* 0x03 */ OBJECT_AND_LIMB_SYMBOL, /* 0x04 */ OBJECT_AND_LIMB_LEFT_UPPER_ARM, /* 0x05 */ OBJECT_AND_LIMB_LEFT_FOREARM, /* 0x06 */ OBJECT_AND_LIMB_LEFT_HAND, /* 0x07 */ OBJECT_AND_LIMB_RIGHT_UPPER_ARM, /* 0x08 */ OBJECT_AND_LIMB_RIGHT_FOREARM, /* 0x09 */ OBJECT_AND_LIMB_RIGHT_HAND, /* 0x0A */ OBJECT_AND_LIMB_BOUQUET, /* 0x0B */ OBJECT_AND_LIMB_LEFT_LEAVES, /* 0x0C */ OBJECT_AND_LIMB_LEFT_LEAVES_TIP, /* 0x0D */ OBJECT_AND_LIMB_RIGHT_LEAVES, /* 0x0E */ OBJECT_AND_LIMB_RIGHT_LEAVES_TIP, /* 0x0F */ OBJECT_AND_LIMB_CENTER_LEAVES, /* 0x10 */ OBJECT_AND_LIMB_CENTER_LEAVES_TIP, /* 0x11 */ OBJECT_AND_LIMB_VEIL_BASE, /* 0x12 */ OBJECT_AND_LIMB_HEAD, /* 0x13 */ OBJECT_AND_LIMB_UPPER_VEIL, /* 0x14 */ OBJECT_AND_LIMB_LOWER_VEIL, /* 0x15 */ OBJECT_AND_LIMB_PELVIS, /* 0x16 */ OBJECT_AND_LIMB_THIGHS, /* 0x17 */ OBJECT_AND_LIMB_SHINS, /* 0x18 */ OBJECT_AND_LIMB_CALVES, /* 0x19 */ OBJECT_AND_LIMB_TRAIN, /* 0x1A */ OBJECT_AND_LIMB_MAX } ObjectAndLimb; #endif // OBJECTS_OBJECT_AND_H