#ifndef OBJECTS_GAMEPLAY_FIELD_KEEP_H
#define OBJECTS_GAMEPLAY_FIELD_KEEP_H 1

#include "align_asset_macro.h"

#define dgameplay_field_keep_Tex_000000 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_000000"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_000000[] = dgameplay_field_keep_Tex_000000;

#define dgameplay_field_keep_Tex_000400 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_000400"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_000400[] = dgameplay_field_keep_Tex_000400;

#define dgameplay_field_keep_DL_000C40 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_000C40"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_000C40[] = dgameplay_field_keep_DL_000C40;

#define dgameplay_field_keep_Tex_000CD0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_000CD0"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_000CD0[] = dgameplay_field_keep_Tex_000CD0;

#define dgameplay_field_keep_Anim_001D20 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Anim_001D20"
static const ALIGN_ASSET(2) char gameplay_field_keep_Anim_001D20[] = dgameplay_field_keep_Anim_001D20;

#define dgameplay_field_keep_DL_001D30 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_001D30"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_001D30[] = dgameplay_field_keep_DL_001D30;

#define dgameplay_field_keep_DL_001DD0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_001DD0"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_001DD0[] = dgameplay_field_keep_DL_001DD0;

#define dgameplay_field_keep_DL_001DE0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_001DE0"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_001DE0[] = dgameplay_field_keep_DL_001DE0;

#define dgameplay_field_keep_DL_001E30 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_001E30"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_001E30[] = dgameplay_field_keep_DL_001E30;

#define dgameplay_field_keep_DL_001ED0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_001ED0"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_001ED0[] = dgameplay_field_keep_DL_001ED0;

#define dgameplay_field_keep_DL_001EE0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_001EE0"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_001EE0[] = dgameplay_field_keep_DL_001EE0;

#define dgameplay_field_keep_Tex_001F30 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_001F30"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_001F30[] = dgameplay_field_keep_Tex_001F30;

#define dgameplay_field_keep_Skel_002FA0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Skel_002FA0"
static const ALIGN_ASSET(2) char gameplay_field_keep_Skel_002FA0[] = dgameplay_field_keep_Skel_002FA0;

#define dgameplay_field_keep_TLUT_002FB0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_TLUT_002FB0"
static const ALIGN_ASSET(2) char gameplay_field_keep_TLUT_002FB0[] = dgameplay_field_keep_TLUT_002FB0;

#define dgameplay_field_keep_Tex_002FD0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_002FD0"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_002FD0[] = dgameplay_field_keep_Tex_002FD0;

#define dgameplay_field_keep_Tex_0033D0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_0033D0"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_0033D0[] = dgameplay_field_keep_Tex_0033D0;

#define dgameplay_field_keep_DL_003870 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_003870"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_003870[] = dgameplay_field_keep_DL_003870;

#define dgameplay_field_keep_DL_003938 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_003938"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_003938[] = dgameplay_field_keep_DL_003938;

#define dgameplay_field_keep_Colheader_003A60 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Colheader_003A60"
static const ALIGN_ASSET(2) char gameplay_field_keep_Colheader_003A60[] = dgameplay_field_keep_Colheader_003A60;

#define dgFieldWoodDoorFrameDL "__OTR__objects/gameplay_field_keep/gFieldWoodDoorFrameDL"
static const ALIGN_ASSET(2) char gFieldWoodDoorFrameDL[] = dgFieldWoodDoorFrameDL;

#define dgFieldWoodDoorLeftDL "__OTR__objects/gameplay_field_keep/gFieldWoodDoorLeftDL"
static const ALIGN_ASSET(2) char gFieldWoodDoorLeftDL[] = dgFieldWoodDoorLeftDL;

#define dgFieldWoodDoorRightDL "__OTR__objects/gameplay_field_keep/gFieldWoodDoorRightDL"
static const ALIGN_ASSET(2) char gFieldWoodDoorRightDL[] = dgFieldWoodDoorRightDL;

#define dgameplay_field_keep_Tex_004400 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_004400"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_004400[] = dgameplay_field_keep_Tex_004400;

#define dgameplay_field_keep_Tex_004600 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_004600"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_004600[] = dgameplay_field_keep_Tex_004600;

#define dgFieldWoodDoorTex "__OTR__objects/gameplay_field_keep/gFieldWoodDoorTex"
static const ALIGN_ASSET(2) char gFieldWoodDoorTex[] = dgFieldWoodDoorTex;

#define dgameplay_field_keep_TLUT_005800 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_TLUT_005800"
static const ALIGN_ASSET(2) char gameplay_field_keep_TLUT_005800[] = dgameplay_field_keep_TLUT_005800;

#define dgameplay_field_keep_Tex_005828 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_005828"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_005828[] = dgameplay_field_keep_Tex_005828;

#define dgameplay_field_keep_DL_0061E8 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_0061E8"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_0061E8[] = dgameplay_field_keep_DL_0061E8;

#define dgameplay_field_keep_DL_006420 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_006420"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_006420[] = dgameplay_field_keep_DL_006420;

#define dgameplay_field_keep_DL_0066B0 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_0066B0"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_0066B0[] = dgameplay_field_keep_DL_0066B0;

#define dgameplay_field_keep_DL_006760 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_DL_006760"
static const ALIGN_ASSET(2) char gameplay_field_keep_DL_006760[] = dgameplay_field_keep_DL_006760;

#define dgameplay_field_keep_Tex_006810 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_006810"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_006810[] = dgameplay_field_keep_Tex_006810;

#define dgameplay_field_keep_Tex_007010 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_007010"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_007010[] = dgameplay_field_keep_Tex_007010;

#define dgameplay_field_keepVtx_007810 "__OTR__objects/gameplay_field_keep/gameplay_field_keepVtx_007810"
static const ALIGN_ASSET(2) char gameplay_field_keepVtx_007810[] = dgameplay_field_keepVtx_007810;

#define dgKusaBushType1DL "__OTR__objects/gameplay_field_keep/gKusaBushType1DL"
static const ALIGN_ASSET(2) char gKusaBushType1DL[] = dgKusaBushType1DL;

#define dgKusaBushType2DL "__OTR__objects/gameplay_field_keep/gKusaBushType2DL"
static const ALIGN_ASSET(2) char gKusaBushType2DL[] = dgKusaBushType2DL;

#define dgFieldSandstorm1Tex "__OTR__objects/gameplay_field_keep/gFieldSandstorm1Tex"
static const ALIGN_ASSET(2) char gFieldSandstorm1Tex[] = dgFieldSandstorm1Tex;

#define dgFieldSandstorm2Tex "__OTR__objects/gameplay_field_keep/gFieldSandstorm2Tex"
static const ALIGN_ASSET(2) char gFieldSandstorm2Tex[] = dgFieldSandstorm2Tex;

#define dgFieldSandstormDL "__OTR__objects/gameplay_field_keep/gFieldSandstormDL"
static const ALIGN_ASSET(2) char gFieldSandstormDL[] = dgFieldSandstormDL;

#define dgameplay_field_keep_Tex_008A90 "__OTR__objects/gameplay_field_keep/gameplay_field_keep_Tex_008A90"
static const ALIGN_ASSET(2) char gameplay_field_keep_Tex_008A90[] = dgameplay_field_keep_Tex_008A90;

typedef enum ButterflyLimb {
    /* 0x00 */ BUTTERFLY_LIMB_NONE,
    /* 0x01 */ BUTTERFLY_LIMB_01,
    /* 0x02 */ BUTTERFLY_LIMB_02,
    /* 0x03 */ BUTTERFLY_LIMB_03,
    /* 0x04 */ BUTTERFLY_LIMB_04,
    /* 0x05 */ BUTTERFLY_LIMB_05,
    /* 0x06 */ BUTTERFLY_LIMB_06,
    /* 0x07 */ BUTTERFLY_LIMB_07,
    /* 0x08 */ BUTTERFLY_LIMB_MAX
} ButterflyLimb;

#endif // OBJECTS_GAMEPLAY_FIELD_KEEP_H
