#ifndef OBJECTS_OBJECT_IK_H
#define OBJECTS_OBJECT_IK_H 1

#include "align_asset_macro.h"

#define dgIronKnuckleVerticalAttackAnim "__OTR__objects/object_ik/gIronKnuckleVerticalAttackAnim"
static const ALIGN_ASSET(2) char gIronKnuckleVerticalAttackAnim[] = dgIronKnuckleVerticalAttackAnim;

#define dgIronKnuckleRecoverVerticalAttackAnim "__OTR__objects/object_ik/gIronKnuckleRecoverVerticalAttackAnim"
static const ALIGN_ASSET(2) char gIronKnuckleRecoverVerticalAttackAnim[] = dgIronKnuckleRecoverVerticalAttackAnim;

#define dgIronKnuckleEndVerticalAttackAnim "__OTR__objects/object_ik/gIronKnuckleEndVerticalAttackAnim"
static const ALIGN_ASSET(2) char gIronKnuckleEndVerticalAttackAnim[] = dgIronKnuckleEndVerticalAttackAnim;

#define dgIronKnuckleHorizontalAttackAnim "__OTR__objects/object_ik/gIronKnuckleHorizontalAttackAnim"
static const ALIGN_ASSET(2) char gIronKnuckleHorizontalAttackAnim[] = dgIronKnuckleHorizontalAttackAnim;

#define dgIronKnuckleEndHorizontalAttackAnim "__OTR__objects/object_ik/gIronKnuckleEndHorizontalAttackAnim"
static const ALIGN_ASSET(2) char gIronKnuckleEndHorizontalAttackAnim[] = dgIronKnuckleEndHorizontalAttackAnim;

#define dgIronKnuckleBackHitAnim "__OTR__objects/object_ik/gIronKnuckleBackHitAnim"
static const ALIGN_ASSET(2) char gIronKnuckleBackHitAnim[] = dgIronKnuckleBackHitAnim;

#define dgIronKnuckleBlockAnim "__OTR__objects/object_ik/gIronKnuckleBlockAnim"
static const ALIGN_ASSET(2) char gIronKnuckleBlockAnim[] = dgIronKnuckleBlockAnim;

#define dgIronKnuckleDeathAnim "__OTR__objects/object_ik/gIronKnuckleDeathAnim"
static const ALIGN_ASSET(2) char gIronKnuckleDeathAnim[] = dgIronKnuckleDeathAnim;

#define dgIronKnuckleFrontHitAnim "__OTR__objects/object_ik/gIronKnuckleFrontHitAnim"
static const ALIGN_ASSET(2) char gIronKnuckleFrontHitAnim[] = dgIronKnuckleFrontHitAnim;

#define dgIronKnuckleRunAnim "__OTR__objects/object_ik/gIronKnuckleRunAnim"
static const ALIGN_ASSET(2) char gIronKnuckleRunAnim[] = dgIronKnuckleRunAnim;

#define dgIronKnuckleWalkAnim "__OTR__objects/object_ik/gIronKnuckleWalkAnim"
static const ALIGN_ASSET(2) char gIronKnuckleWalkAnim[] = dgIronKnuckleWalkAnim;

#define dgObjectIkVtx_0062B0 "__OTR__objects/object_ik/gObjectIkVtx_0062B0"
static const ALIGN_ASSET(2) char gObjectIkVtx_0062B0[] = dgObjectIkVtx_0062B0;

#define dgIronKnuckleArmorFrontDL "__OTR__objects/object_ik/gIronKnuckleArmorFrontDL"
static const ALIGN_ASSET(2) char gIronKnuckleArmorFrontDL[] = dgIronKnuckleArmorFrontDL;

#define dgIronKnuckleArmorBackDL "__OTR__objects/object_ik/gIronKnuckleArmorBackDL"
static const ALIGN_ASSET(2) char gIronKnuckleArmorBackDL[] = dgIronKnuckleArmorBackDL;

#define dgIronKnuckleAxeDL "__OTR__objects/object_ik/gIronKnuckleAxeDL"
static const ALIGN_ASSET(2) char gIronKnuckleAxeDL[] = dgIronKnuckleAxeDL;

#define dgIronKnuckleRightHandDL "__OTR__objects/object_ik/gIronKnuckleRightHandDL"
static const ALIGN_ASSET(2) char gIronKnuckleRightHandDL[] = dgIronKnuckleRightHandDL;

#define dgIronKnuckleLowerRightPauldronDL "__OTR__objects/object_ik/gIronKnuckleLowerRightPauldronDL"
static const ALIGN_ASSET(2) char gIronKnuckleLowerRightPauldronDL[] = dgIronKnuckleLowerRightPauldronDL;

#define dgIronKnuckleLeftHandDL "__OTR__objects/object_ik/gIronKnuckleLeftHandDL"
static const ALIGN_ASSET(2) char gIronKnuckleLeftHandDL[] = dgIronKnuckleLeftHandDL;

#define dgIronKnuckleLowerLeftPauldronDL "__OTR__objects/object_ik/gIronKnuckleLowerLeftPauldronDL"
static const ALIGN_ASSET(2) char gIronKnuckleLowerLeftPauldronDL[] = dgIronKnuckleLowerLeftPauldronDL;

#define dgIronKnuckleUpperRightPauldronDL "__OTR__objects/object_ik/gIronKnuckleUpperRightPauldronDL"
static const ALIGN_ASSET(2) char gIronKnuckleUpperRightPauldronDL[] = dgIronKnuckleUpperRightPauldronDL;

#define dgIronKnuckleUpperLeftPauldronDL "__OTR__objects/object_ik/gIronKnuckleUpperLeftPauldronDL"
static const ALIGN_ASSET(2) char gIronKnuckleUpperLeftPauldronDL[] = dgIronKnuckleUpperLeftPauldronDL;

#define dgIronKnuckleFrontTorsoArmorMarkingDL "__OTR__objects/object_ik/gIronKnuckleFrontTorsoArmorMarkingDL"
static const ALIGN_ASSET(2) char gIronKnuckleFrontTorsoArmorMarkingDL[] = dgIronKnuckleFrontTorsoArmorMarkingDL;

#define dgIronKnuckleRearTorsoArmorMarkingDL "__OTR__objects/object_ik/gIronKnuckleRearTorsoArmorMarkingDL"
static const ALIGN_ASSET(2) char gIronKnuckleRearTorsoArmorMarkingDL[] = dgIronKnuckleRearTorsoArmorMarkingDL;

#define dgIronKnuckleRivetsMarking1DL "__OTR__objects/object_ik/gIronKnuckleRivetsMarking1DL"
static const ALIGN_ASSET(2) char gIronKnuckleRivetsMarking1DL[] = dgIronKnuckleRivetsMarking1DL;

#define dgIronKnuckleRivetsMarking2DL "__OTR__objects/object_ik/gIronKnuckleRivetsMarking2DL"
static const ALIGN_ASSET(2) char gIronKnuckleRivetsMarking2DL[] = dgIronKnuckleRivetsMarking2DL;

#define dgIronKnuckleBasMarkingDL "__OTR__objects/object_ik/gIronKnuckleBasMarkingDL"
static const ALIGN_ASSET(2) char gIronKnuckleBasMarkingDL[] = dgIronKnuckleBasMarkingDL;

#define dgIronKnuckleGerudoHeadDL "__OTR__objects/object_ik/gIronKnuckleGerudoHeadDL"
static const ALIGN_ASSET(2) char gIronKnuckleGerudoHeadDL[] = dgIronKnuckleGerudoHeadDL;

#define dgIronKnuckleHelmetMarkingDL "__OTR__objects/object_ik/gIronKnuckleHelmetMarkingDL"
static const ALIGN_ASSET(2) char gIronKnuckleHelmetMarkingDL[] = dgIronKnuckleHelmetMarkingDL;

#define dgIronKnuckleTanArmorMaterialDL "__OTR__objects/object_ik/gIronKnuckleTanArmorMaterialDL"
static const ALIGN_ASSET(2) char gIronKnuckleTanArmorMaterialDL[] = dgIronKnuckleTanArmorMaterialDL;

#define dgIronKnuckleBronzeArmorMaterialDL "__OTR__objects/object_ik/gIronKnuckleBronzeArmorMaterialDL"
static const ALIGN_ASSET(2) char gIronKnuckleBronzeArmorMaterialDL[] = dgIronKnuckleBronzeArmorMaterialDL;

#define dgIronKnuckleSilverArmorMaterialDL "__OTR__objects/object_ik/gIronKnuckleSilverArmorMaterialDL"
static const ALIGN_ASSET(2) char gIronKnuckleSilverArmorMaterialDL[] = dgIronKnuckleSilverArmorMaterialDL;

#define dgIronKnuckleBlackArmorMaterialDL "__OTR__objects/object_ik/gIronKnuckleBlackArmorMaterialDL"
static const ALIGN_ASSET(2) char gIronKnuckleBlackArmorMaterialDL[] = dgIronKnuckleBlackArmorMaterialDL;

#define dgIronKnuckleBrownArmorMaterialDL "__OTR__objects/object_ik/gIronKnuckleBrownArmorMaterialDL"
static const ALIGN_ASSET(2) char gIronKnuckleBrownArmorMaterialDL[] = dgIronKnuckleBrownArmorMaterialDL;

#define dgIronKnuckleWhiteArmorMaterialDL "__OTR__objects/object_ik/gIronKnuckleWhiteArmorMaterialDL"
static const ALIGN_ASSET(2) char gIronKnuckleWhiteArmorMaterialDL[] = dgIronKnuckleWhiteArmorMaterialDL;

#define dgIronKnuckleGoldArmorMaterialDL "__OTR__objects/object_ik/gIronKnuckleGoldArmorMaterialDL"
static const ALIGN_ASSET(2) char gIronKnuckleGoldArmorMaterialDL[] = dgIronKnuckleGoldArmorMaterialDL;

#define dgIronKnuckleTorsoDL "__OTR__objects/object_ik/gIronKnuckleTorsoDL"
static const ALIGN_ASSET(2) char gIronKnuckleTorsoDL[] = dgIronKnuckleTorsoDL;

#define dgIronKnuckleVambraceLeftDL "__OTR__objects/object_ik/gIronKnuckleVambraceLeftDL"
static const ALIGN_ASSET(2) char gIronKnuckleVambraceLeftDL[] = dgIronKnuckleVambraceLeftDL;

#define dgIronKnuckleArmLeftDL "__OTR__objects/object_ik/gIronKnuckleArmLeftDL"
static const ALIGN_ASSET(2) char gIronKnuckleArmLeftDL[] = dgIronKnuckleArmLeftDL;

#define dgIronKnuckleVambraceRightDL "__OTR__objects/object_ik/gIronKnuckleVambraceRightDL"
static const ALIGN_ASSET(2) char gIronKnuckleVambraceRightDL[] = dgIronKnuckleVambraceRightDL;

#define dgIronKnuckleArmRightDL "__OTR__objects/object_ik/gIronKnuckleArmRightDL"
static const ALIGN_ASSET(2) char gIronKnuckleArmRightDL[] = dgIronKnuckleArmRightDL;

#define dgIronKnuckleHandDL "__OTR__objects/object_ik/gIronKnuckleHandDL"
static const ALIGN_ASSET(2) char gIronKnuckleHandDL[] = dgIronKnuckleHandDL;

#define dgIronKnuckleWaistDL "__OTR__objects/object_ik/gIronKnuckleWaistDL"
static const ALIGN_ASSET(2) char gIronKnuckleWaistDL[] = dgIronKnuckleWaistDL;

#define dgIronKnucklePauldronLeftDL "__OTR__objects/object_ik/gIronKnucklePauldronLeftDL"
static const ALIGN_ASSET(2) char gIronKnucklePauldronLeftDL[] = dgIronKnucklePauldronLeftDL;

#define dgIronKnuckleBootTipLeftDL "__OTR__objects/object_ik/gIronKnuckleBootTipLeftDL"
static const ALIGN_ASSET(2) char gIronKnuckleBootTipLeftDL[] = dgIronKnuckleBootTipLeftDL;

#define dgIronKnuckleWaistArmorLeftDL "__OTR__objects/object_ik/gIronKnuckleWaistArmorLeftDL"
static const ALIGN_ASSET(2) char gIronKnuckleWaistArmorLeftDL[] = dgIronKnuckleWaistArmorLeftDL;

#define dgIronKnucklePauldronRightDL "__OTR__objects/object_ik/gIronKnucklePauldronRightDL"
static const ALIGN_ASSET(2) char gIronKnucklePauldronRightDL[] = dgIronKnucklePauldronRightDL;

#define dgIronKnuckleBootTipRightDL "__OTR__objects/object_ik/gIronKnuckleBootTipRightDL"
static const ALIGN_ASSET(2) char gIronKnuckleBootTipRightDL[] = dgIronKnuckleBootTipRightDL;

#define dgIronKnuckleWaistArmorRightDL "__OTR__objects/object_ik/gIronKnuckleWaistArmorRightDL"
static const ALIGN_ASSET(2) char gIronKnuckleWaistArmorRightDL[] = dgIronKnuckleWaistArmorRightDL;

#define dgIronKnuckleChainMailTLUT "__OTR__objects/object_ik/gIronKnuckleChainMailTLUT"
static const ALIGN_ASSET(2) char gIronKnuckleChainMailTLUT[] = dgIronKnuckleChainMailTLUT;

#define dgIronKnuckleRivet1Tex "__OTR__objects/object_ik/gIronKnuckleRivet1Tex"
static const ALIGN_ASSET(2) char gIronKnuckleRivet1Tex[] = dgIronKnuckleRivet1Tex;

#define dgIronKnuckleHair1Tex "__OTR__objects/object_ik/gIronKnuckleHair1Tex"
static const ALIGN_ASSET(2) char gIronKnuckleHair1Tex[] = dgIronKnuckleHair1Tex;

#define dgIronKnuckleAxePomelJewel1Tex "__OTR__objects/object_ik/gIronKnuckleAxePomelJewel1Tex"
static const ALIGN_ASSET(2) char gIronKnuckleAxePomelJewel1Tex[] = dgIronKnuckleAxePomelJewel1Tex;

#define dgIronKnuckleAxeTLUT "__OTR__objects/object_ik/gIronKnuckleAxeTLUT"
static const ALIGN_ASSET(2) char gIronKnuckleAxeTLUT[] = dgIronKnuckleAxeTLUT;

#define dgIronKnuckleFireTex "__OTR__objects/object_ik/gIronKnuckleFireTex"
static const ALIGN_ASSET(2) char gIronKnuckleFireTex[] = dgIronKnuckleFireTex;

#define dgIronKnuckleFireTex_Overflow "__OTR__objects/object_ik/gIronKnuckleFireTex_Overflow"
static const ALIGN_ASSET(2) char gIronKnuckleFireTex_Overflow[] = dgIronKnuckleFireTex_Overflow;

#define dgIronKnuckleRivet2Tex "__OTR__objects/object_ik/gIronKnuckleRivet2Tex"
static const ALIGN_ASSET(2) char gIronKnuckleRivet2Tex[] = dgIronKnuckleRivet2Tex;

#define dgIronKnuckleBlockPatternTex "__OTR__objects/object_ik/gIronKnuckleBlockPatternTex"
static const ALIGN_ASSET(2) char gIronKnuckleBlockPatternTex[] = dgIronKnuckleBlockPatternTex;

#define dgIronKnuckleChainMailTex "__OTR__objects/object_ik/gIronKnuckleChainMailTex"
static const ALIGN_ASSET(2) char gIronKnuckleChainMailTex[] = dgIronKnuckleChainMailTex;

#define dgIronKnuckleArmorEmblemTex "__OTR__objects/object_ik/gIronKnuckleArmorEmblemTex"
static const ALIGN_ASSET(2) char gIronKnuckleArmorEmblemTex[] = dgIronKnuckleArmorEmblemTex;

#define dgIronKnuckleGerudoEyeTex "__OTR__objects/object_ik/gIronKnuckleGerudoEyeTex"
static const ALIGN_ASSET(2) char gIronKnuckleGerudoEyeTex[] = dgIronKnuckleGerudoEyeTex;

#define dgIronKnuckleChestJewelTex "__OTR__objects/object_ik/gIronKnuckleChestJewelTex"
static const ALIGN_ASSET(2) char gIronKnuckleChestJewelTex[] = dgIronKnuckleChestJewelTex;

#define dgIronKnuckleArmorRivet2Tex "__OTR__objects/object_ik/gIronKnuckleArmorRivet2Tex"
static const ALIGN_ASSET(2) char gIronKnuckleArmorRivet2Tex[] = dgIronKnuckleArmorRivet2Tex;

#define dgIronKnuckleArmorTLUT "__OTR__objects/object_ik/gIronKnuckleArmorTLUT"
static const ALIGN_ASSET(2) char gIronKnuckleArmorTLUT[] = dgIronKnuckleArmorTLUT;

#define dgIronKnuckleForeheadJewelTex "__OTR__objects/object_ik/gIronKnuckleForeheadJewelTex"
static const ALIGN_ASSET(2) char gIronKnuckleForeheadJewelTex[] = dgIronKnuckleForeheadJewelTex;

#define dgIronKnuckleGerudoSkinTex "__OTR__objects/object_ik/gIronKnuckleGerudoSkinTex"
static const ALIGN_ASSET(2) char gIronKnuckleGerudoSkinTex[] = dgIronKnuckleGerudoSkinTex;

#define dgIronKnuckleHair2Tex "__OTR__objects/object_ik/gIronKnuckleHair2Tex"
static const ALIGN_ASSET(2) char gIronKnuckleHair2Tex[] = dgIronKnuckleHair2Tex;

#define dgIronKnuckleEarTex "__OTR__objects/object_ik/gIronKnuckleEarTex"
static const ALIGN_ASSET(2) char gIronKnuckleEarTex[] = dgIronKnuckleEarTex;

#define dgIronKnuckleForeheadDecal1Tex "__OTR__objects/object_ik/gIronKnuckleForeheadDecal1Tex"
static const ALIGN_ASSET(2) char gIronKnuckleForeheadDecal1Tex[] = dgIronKnuckleForeheadDecal1Tex;

#define dgIronKnuckleForeheadDecal2Tex "__OTR__objects/object_ik/gIronKnuckleForeheadDecal2Tex"
static const ALIGN_ASSET(2) char gIronKnuckleForeheadDecal2Tex[] = dgIronKnuckleForeheadDecal2Tex;

#define dgIronKnuckleSkel "__OTR__objects/object_ik/gIronKnuckleSkel"
static const ALIGN_ASSET(2) char gIronKnuckleSkel[] = dgIronKnuckleSkel;

typedef enum IronKnuckleLimb {
    /* 0x00 */ IRON_KNUCKLE_LIMB_NONE,
    /* 0x01 */ IRON_KNUCKLE_LIMB_ROOT,
    /* 0x02 */ IRON_KNUCKLE_LIMB_TASSET_CENTER,
    /* 0x03 */ IRON_KNUCKLE_LIMB_TASSET_RIGHT,
    /* 0x04 */ IRON_KNUCKLE_LIMB_RIGHT_LEG,
    /* 0x05 */ IRON_KNUCKLE_LIMB_RIGHT_FOOT,
    /* 0x06 */ IRON_KNUCKLE_LIMB_TASSET_LEFT,
    /* 0x07 */ IRON_KNUCKLE_LIMB_LEFT_LEG,
    /* 0x08 */ IRON_KNUCKLE_LIMB_LEFT_FOOT,
    /* 0x09 */ IRON_KNUCKLE_LIMB_UPPER_BODY_ROOT,
    /* 0x0A */ IRON_KNUCKLE_LIMB_UNK_ROOT,
    /* 0x0B */ IRON_KNUCKLE_LIMB_HEAD_ROOT,
    /* 0x0C */ IRON_KNUCKLE_LIMB_HELMET_ARMOR,
    /* 0x0D */ IRON_KNUCKLE_LIMB_HEAD,
    /* 0x0E */ IRON_KNUCKLE_LIMB_RIGHT_UPPER_ARM,
    /* 0x0F */ IRON_KNUCKLE_LIMB_RIGHT_FOREARM,
    /* 0x10 */ IRON_KNUCKLE_LIMB_AXE_ROOT,
    /* 0x11 */ IRON_KNUCKLE_LIMB_AXE,
    /* 0x12 */ IRON_KNUCKLE_LIMB_RIGHT_HAND,
    /* 0x13 */ IRON_KNUCKLE_LIMB_LEFT_UPPER_ARM,
    /* 0x14 */ IRON_KNUCKLE_LIMB_LEFT_FOREARM,
    /* 0x15 */ IRON_KNUCKLE_LIMB_LEFT_HAND,
    /* 0x16 */ IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON,
    /* 0x17 */ IRON_KNUCKLE_LIMB_LOWER_LEFT_PAULDRON,
    /* 0x18 */ IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON,
    /* 0x19 */ IRON_KNUCKLE_LIMB_LOWER_RIGHT_PAULDRON,
    /* 0x1A */ IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT,
    /* 0x1B */ IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK,
    /* 0x1C */ IRON_KNUCKLE_LIMB_TORSO,
    /* 0x1D */ IRON_KNUCKLE_LIMB_WAIST,
    /* 0x1E */ IRON_KNUCKLE_LIMB_MAX
} IronKnuckleLimb;

#endif // OBJECTS_OBJECT_IK_H
