Add asset headers (#2465)
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37
soh/assets/scenes/dungeons/HAKAdan_bs/HAKAdan_bs_scene.h
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37
soh/assets/scenes/dungeons/HAKAdan_bs/HAKAdan_bs_scene.h
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#pragma once
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#define dHAKAdan_bs_sceneCollisionHeader_00134C "__OTR__scenes/nonmq/HAKAdan_bs_scene/HAKAdan_bs_sceneCollisionHeader_00134C"
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#ifdef _WIN32
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static const __declspec(align(2)) char HAKAdan_bs_sceneCollisionHeader_00134C[] = dHAKAdan_bs_sceneCollisionHeader_00134C;
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#else
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static const char HAKAdan_bs_sceneCollisionHeader_00134C[] __attribute__((aligned (2))) = dHAKAdan_bs_sceneCollisionHeader_00134C;
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#endif
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#define dHAKAdan_bs_sceneTex_001F80 "__OTR__scenes/nonmq/HAKAdan_bs_scene/HAKAdan_bs_sceneTex_001F80"
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#ifdef _WIN32
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static const __declspec(align(2)) char HAKAdan_bs_sceneTex_001F80[] = dHAKAdan_bs_sceneTex_001F80;
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#else
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static const char HAKAdan_bs_sceneTex_001F80[] __attribute__((aligned (2))) = dHAKAdan_bs_sceneTex_001F80;
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#endif
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#define dHAKAdan_bs_sceneTex_001580 "__OTR__scenes/nonmq/HAKAdan_bs_scene/HAKAdan_bs_sceneTex_001580"
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#ifdef _WIN32
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static const __declspec(align(2)) char HAKAdan_bs_sceneTex_001580[] = dHAKAdan_bs_sceneTex_001580;
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#else
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static const char HAKAdan_bs_sceneTex_001580[] __attribute__((aligned (2))) = dHAKAdan_bs_sceneTex_001580;
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#endif
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#define dHAKAdan_bs_sceneTex_001380 "__OTR__scenes/nonmq/HAKAdan_bs_scene/HAKAdan_bs_sceneTex_001380"
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#ifdef _WIN32
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static const __declspec(align(2)) char HAKAdan_bs_sceneTex_001380[] = dHAKAdan_bs_sceneTex_001380;
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#else
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static const char HAKAdan_bs_sceneTex_001380[] __attribute__((aligned (2))) = dHAKAdan_bs_sceneTex_001380;
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#endif
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#define dHAKAdan_bs_sceneTex_001780 "__OTR__scenes/nonmq/HAKAdan_bs_scene/HAKAdan_bs_sceneTex_001780"
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#ifdef _WIN32
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static const __declspec(align(2)) char HAKAdan_bs_sceneTex_001780[] = dHAKAdan_bs_sceneTex_001780;
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#else
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static const char HAKAdan_bs_sceneTex_001780[] __attribute__((aligned (2))) = dHAKAdan_bs_sceneTex_001780;
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#endif
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