#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
