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#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
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