ReC98/th02/sprites
nmlgc b61e612fdf [Maintenance] #include each header's dependencies within the header itself
OK, this is the big one. We still keep using `#include` guards only
where we absolutely need to, but with each header now being valid in
isolation, this can now actually help *minimize* the length of each
translation unit's `#include` list. Turns out that after removing all
the duplicates, we only *actually* need to guard 29 headers across all
5 games.

Part of P0285, funded by [Anonymous] and iruleatgames.
2024-07-09 08:46:42 +02:00
..
bombpart.bmp [Reverse-engineering] [th02] Bombs: Particle sprites 2023-03-29 18:03:05 +02:00
bombpart.h [Maintenance] #include each header's dependencies within the header itself 2024-07-09 08:46:42 +02:00
cels.h [Reverse-engineering] [th04] Player shots: Laser state 2023-06-13 04:26:26 +02:00
cels.inc [Reverse-engineering] [th04/th05] Stage enemy structure 2020-05-03 23:21:30 +02:00
face.hpp [Maintenance] #include each header's dependencies within the header itself 2024-07-09 08:46:42 +02:00
main_pat.h [Decompilation] [th02] Dialog: Face rendering 2023-11-01 23:17:51 +01:00
main_pat.inc [Reverse-engineering] [th02] Player: Current master.lib sprite ID 2023-11-01 23:17:51 +01:00
pellet.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
pointnum.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
pointnum.h [Maintenance] #include each header's dependencies within the header itself 2024-07-09 08:46:42 +02:00
sparks.bmp [Pipeline] Add .BMP versions of all hardcoded 1bpp sprites found so far 2020-06-21 23:03:45 +02:00
sparks.h [Maintenance] #include each header's dependencies within the header itself 2024-07-09 08:46:42 +02:00
verdict.bmp [Decompilation] [th02] Verdict: Masked VRAM row copies from page 1→0 2024-04-12 00:29:10 +02:00
verdict.hpp [Decompilation] [th02] Verdict: Masked VRAM row copies from page 1→0 2024-04-12 00:29:10 +02:00