#include "addrs.h" void LoadTextures(){ LoadTexture(HEIGHT0_TIM); LoadTexture(COLOUR0_TIM); LoadTexture(TEXTURE0_TIM); LoadTexture(HEIGHT1_TIM); LoadTexture(COLOUR1_TIM); LoadTexture(TEXTURE1_TIM); LoadTexture(HEIGHT2_TIM); LoadTexture(COLOUR2_TIM); LoadTexture(TEXTURE2_TIM); LoadTexture(HEIGHT3_TIM); LoadTexture(COLOUR3_TIM); LoadTexture(TEXTURE3_TIM); LoadTexture(HEIGHT4_TIM); LoadTexture(COLOUR4_TIM); LoadTexture(TEXTURE4_TIM); LoadTexture(HEIGHT5_TIM); LoadTexture(COLOUR5_TIM); LoadTexture(TEXTURE5_TIM); LoadTexture(HEIGHT6_TIM); LoadTexture(COLOUR6_TIM); LoadTexture(TEXTURE6_TIM); LoadTexture(HEIGHT7_TIM); LoadTexture(COLOUR7_TIM); LoadTexture(TEXTURE7_TIM); LoadTexture(HEIGHT8_TIM); LoadTexture(COLOUR8_TIM); LoadTexture(TEXTURE8_TIM); LoadTexture(HEIGHT9_TIM); LoadTexture(COLOUR9_TIM); LoadTexture(TEXTURE9_TIM); LoadTexture(HEIGHTA_TIM); LoadTexture(COLOURA_TIM); LoadTexture(TEXTUREA_TIM); LoadTexture(HEIGHTB_TIM); LoadTexture(COLOURB_TIM); LoadTexture(TEXTUREB_TIM); LoadTexture(HEIGHTC_TIM); LoadTexture(COLOURC_TIM); LoadTexture(TEXTUREC_TIM); LoadTexture(HEIGHTD_TIM); LoadTexture(COLOURD_TIM); LoadTexture(TEXTURED_TIM); LoadTexture(FONT_TIM); LoadTexture(SNOW1_TIM); LoadTexture(SNOW2_TIM); LoadTexture(SNOW3_TIM); LoadTexture(TITLE2_TIM); LoadTexture(BACK_TIM); LoadTexture(BACK_T_TIM); LoadTexture(NY_1_TIM); LoadTexture(NY_2_TIM); LoadTexture(TXT_TEST_TIM); LoadTexture(TXT_TREE_TIM); LoadTexture(TXT_ROOF_TIM); LoadTexture(TXT_WALL_TIM); LoadTexture(TXT_DOOR_TIM); LoadTexture(TXT_02_TIM); LoadTexture(TXT_03_TIM); LoadTexture(TXT_12_TIM); LoadTexture(TXT_21_TIM); LoadTexture(TXT_22_TIM); LoadTexture(TXT_23_TIM); LoadTexture(TXT_30_TIM); LoadTexture(TXT_31_TIM); LoadTexture(TXT_32_TIM); LoadTexture(TXT_40_TIM); LoadTexture(TXT_41_TIM); LoadTexture(TXT_42_TIM); LoadTexture(TXT_50_TIM); LoadTexture(TXT_51_TIM); LoadTexture(TXT_52_TIM); LoadTexture(TXT_53_TIM); LoadTexture(TXT_WAT_TIM); LoadTexture(FLAME00_TIM); LoadTexture(FLAME10_TIM); LoadTexture(FLAME01_TIM); LoadTexture(FLAME11_TIM); LoadTexture(OPTIONS_TIM); LoadTexture(SWORD_TIM); LoadTexture(BUBBLE_TIM); }