ReC98/th05/shiftjis/fns.hpp

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#define BINARY_OP "op"
// Packfile loaded during most of OP.EXE and MAINE.EXE, except for the Music
// Room
#define OP_AND_END_PF_FN "<22><><EFBFBD>Y<EFBFBD>k1.dat"
#define BGM_EXTRA_BOSS_FN "st06b"
#define DEMO_EXTRA_PART_2_FN "DEMO5.REC"
#define EYECATCH_FN "eye.cdg"
#define FACESET_PLAYCHAR_FORMAT "KaO0.cD2"
#define FACESET_REIMU_FN "KAO0.cd2"
#define FACESET_MARISA_FN "KAO1.cd2"
#define FACESET_MIMA_FN "KAO2.cd2"
#define FACESET_YUUKA_FN "KAO3.cd2"
#define main_cdg_load_faceset_playchar() { \
switch(playchar) { \
case PLAYCHAR_REIMU: \
cdg_load_all(CDG_FACESET_PLAYCHAR, FACESET_REIMU_FN); \
break; \
case PLAYCHAR_MARISA: \
cdg_load_all(CDG_FACESET_PLAYCHAR, FACESET_MARISA_FN); \
break; \
case PLAYCHAR_MIMA: \
cdg_load_all(CDG_FACESET_PLAYCHAR, FACESET_MIMA_FN); \
break; \
case PLAYCHAR_YUUKA: \
cdg_load_all(CDG_FACESET_PLAYCHAR, FACESET_YUUKA_FN); \
break; \
} \
}
#define FACESET_BOSS_FORMAT "BsS0.cD2"
#define BOMB_BG_REIMU_FN "bb0.cdg"
#define BOMB_BG_MARISA_FN "bb1.cdg"
#define BOMB_BG_MIMA_FN "bb2.cdg"
#define BOMB_BG_YUUKA_FN "bb3.cdg"
#define BOMB_SHAPE_FN "bomb0.bft"
#define BOMB_SHAPE_YUUKA_FN "bomb3.bft"
#define main_pat_bomb_shape_load() { \
if(playchar == PLAYCHAR_YUUKA) { \
super_entry_bfnt(BOMB_SHAPE_YUUKA_FN); \
} else { \
super_entry_bfnt(BOMB_SHAPE_FN); \
} \
}