regenerate asset headers with include guards (#3132)
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@@ -1,4 +1,5 @@
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#pragma once
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#ifndef DUNGEONS_MIZUSIN_BS_ROOM_0_H
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#define DUNGEONS_MIZUSIN_BS_ROOM_0_H 1
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#include "align_asset_macro.h"
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@@ -21,4 +22,7 @@ static const ALIGN_ASSET(2) char MIZUsin_bs_room_0Tex_002470[] = dMIZUsin_bs_roo
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static const ALIGN_ASSET(2) char MIZUsin_bs_room_0Tex_001C70[] = dMIZUsin_bs_room_0Tex_001C70;
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#define dMIZUsin_bs_room_0Tex_001470 "__OTR__scenes/nonmq/MIZUsin_bs_scene/MIZUsin_bs_room_0Tex_001470"
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static const ALIGN_ASSET(2) char MIZUsin_bs_room_0Tex_001470[] = dMIZUsin_bs_room_0Tex_001470;
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static const ALIGN_ASSET(2) char MIZUsin_bs_room_0Tex_001470[] = dMIZUsin_bs_room_0Tex_001470;
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#endif // DUNGEONS_MIZUSIN_BS_ROOM_0_H
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@@ -1,4 +1,5 @@
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#pragma once
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#ifndef DUNGEONS_MIZUSIN_BS_ROOM_1_H
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#define DUNGEONS_MIZUSIN_BS_ROOM_1_H 1
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#include "align_asset_macro.h"
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@@ -39,4 +40,7 @@ static const ALIGN_ASSET(2) char MIZUsin_bs_room_1Tex_009AE8[] = dMIZUsin_bs_roo
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static const ALIGN_ASSET(2) char MIZUsin_bs_room_1Tex_00AAE8[] = dMIZUsin_bs_room_1Tex_00AAE8;
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#define dMIZUsin_bs_room_1Tex_008EE8 "__OTR__scenes/nonmq/MIZUsin_bs_scene/MIZUsin_bs_room_1Tex_008EE8"
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static const ALIGN_ASSET(2) char MIZUsin_bs_room_1Tex_008EE8[] = dMIZUsin_bs_room_1Tex_008EE8;
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static const ALIGN_ASSET(2) char MIZUsin_bs_room_1Tex_008EE8[] = dMIZUsin_bs_room_1Tex_008EE8;
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#endif // DUNGEONS_MIZUSIN_BS_ROOM_1_H
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@@ -1,6 +1,10 @@
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#pragma once
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#ifndef DUNGEONS_MIZUSIN_BS_SCENE_H
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#define DUNGEONS_MIZUSIN_BS_SCENE_H 1
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#include "align_asset_macro.h"
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#define dMIZUsin_bs_sceneCollisionHeader_001A34 "__OTR__scenes/nonmq/MIZUsin_bs_scene/MIZUsin_bs_sceneCollisionHeader_001A34"
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static const ALIGN_ASSET(2) char MIZUsin_bs_sceneCollisionHeader_001A34[] = dMIZUsin_bs_sceneCollisionHeader_001A34;
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static const ALIGN_ASSET(2) char MIZUsin_bs_sceneCollisionHeader_001A34[] = dMIZUsin_bs_sceneCollisionHeader_001A34;
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#endif // DUNGEONS_MIZUSIN_BS_SCENE_H
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