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_DDAN_BOSS_ROOM_0_H
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#define DUNGEONS_DDAN_BOSS_ROOM_0_H 1
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#include "align_asset_macro.h"
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@@ -15,4 +16,7 @@ static const ALIGN_ASSET(2) char ddan_boss_room_0Tex_003628[] = dddan_boss_room_
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static const ALIGN_ASSET(2) char ddan_boss_room_0Tex_003E28[] = dddan_boss_room_0Tex_003E28;
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#define dddan_boss_room_0Tex_004628 "__OTR__scenes/nonmq/ddan_boss_scene/ddan_boss_room_0Tex_004628"
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static const ALIGN_ASSET(2) char ddan_boss_room_0Tex_004628[] = dddan_boss_room_0Tex_004628;
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static const ALIGN_ASSET(2) char ddan_boss_room_0Tex_004628[] = dddan_boss_room_0Tex_004628;
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#endif // DUNGEONS_DDAN_BOSS_ROOM_0_H
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@@ -1,4 +1,5 @@
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#pragma once
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#ifndef DUNGEONS_DDAN_BOSS_ROOM_1_H
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#define DUNGEONS_DDAN_BOSS_ROOM_1_H 1
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#include "align_asset_macro.h"
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@@ -15,4 +16,7 @@ static const ALIGN_ASSET(2) char ddan_boss_room_1Tex_0031D8[] = dddan_boss_room_
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static const ALIGN_ASSET(2) char ddan_boss_room_1Tex_0039D8[] = dddan_boss_room_1Tex_0039D8;
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#define dddan_boss_room_1DL_000A50 "__OTR__scenes/nonmq/ddan_boss_scene/ddan_boss_room_1DL_000A50"
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static const ALIGN_ASSET(2) char ddan_boss_room_1DL_000A50[] = dddan_boss_room_1DL_000A50;
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static const ALIGN_ASSET(2) char ddan_boss_room_1DL_000A50[] = dddan_boss_room_1DL_000A50;
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#endif // DUNGEONS_DDAN_BOSS_ROOM_1_H
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@@ -1,4 +1,5 @@
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#pragma once
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#ifndef DUNGEONS_DDAN_BOSS_SCENE_H
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#define DUNGEONS_DDAN_BOSS_SCENE_H 1
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#include "align_asset_macro.h"
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@@ -15,4 +16,6 @@ static const ALIGN_ASSET(2) char ddan_boss_sceneTLUT_000E50[] = dddan_boss_scene
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static const ALIGN_ASSET(2) char ddan_boss_sceneTex_002058[] = dddan_boss_sceneTex_002058;
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#define dddan_boss_sceneTex_001058 "__OTR__scenes/nonmq/ddan_boss_scene/ddan_boss_sceneTex_001058"
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static const ALIGN_ASSET(2) char ddan_boss_sceneTex_001058[] = dddan_boss_sceneTex_001058;
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static const ALIGN_ASSET(2) char ddan_boss_sceneTex_001058[] = dddan_boss_sceneTex_001058;
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#endif // DUNGEONS_DDAN_BOSS_SCENE_H
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