/* !!!! GENERATED FILE - DO NOT EDIT !!!!
 * --------------------------------------
 *
 * This file is part of liblcf. Copyright (c) liblcf authors.
 * https://github.com/EasyRPG/liblcf - https://easyrpg.org
 *
 * liblcf is Free/Libre Open Source Software, released under the MIT License.
 * For the full copyright and license information, please view the COPYING
 * file that was distributed with this source code.
 */

// MSVC incorrectly treats these declarations as definitions and fails.
#ifndef _MSC_VER
namespace lcf {
template <>
const char* const Struct<rpg::Actor>::name;
template <>
Field<rpg::Actor> const* Struct<rpg::Actor>::fields[];

template <>
const char* const Struct<rpg::Animation>::name;
template <>
Field<rpg::Animation> const* Struct<rpg::Animation>::fields[];

template <>
const char* const Struct<rpg::AnimationCellData>::name;
template <>
Field<rpg::AnimationCellData> const* Struct<rpg::AnimationCellData>::fields[];

template <>
const char* const Struct<rpg::AnimationFrame>::name;
template <>
Field<rpg::AnimationFrame> const* Struct<rpg::AnimationFrame>::fields[];

template <>
const char* const Struct<rpg::AnimationTiming>::name;
template <>
Field<rpg::AnimationTiming> const* Struct<rpg::AnimationTiming>::fields[];

template <>
const char* const Struct<rpg::Attribute>::name;
template <>
Field<rpg::Attribute> const* Struct<rpg::Attribute>::fields[];

template <>
const char* const Struct<rpg::BattleCommand>::name;
template <>
Field<rpg::BattleCommand> const* Struct<rpg::BattleCommand>::fields[];

template <>
const char* const Struct<rpg::BattleCommands>::name;
template <>
Field<rpg::BattleCommands> const* Struct<rpg::BattleCommands>::fields[];

template <>
const char* const Struct<rpg::BattlerAnimation>::name;
template <>
Field<rpg::BattlerAnimation> const* Struct<rpg::BattlerAnimation>::fields[];

template <>
const char* const Struct<rpg::BattlerAnimationItemSkill>::name;
template <>
Field<rpg::BattlerAnimationItemSkill> const* Struct<rpg::BattlerAnimationItemSkill>::fields[];

template <>
const char* const Struct<rpg::BattlerAnimationPose>::name;
template <>
Field<rpg::BattlerAnimationPose> const* Struct<rpg::BattlerAnimationPose>::fields[];

template <>
const char* const Struct<rpg::BattlerAnimationWeapon>::name;
template <>
Field<rpg::BattlerAnimationWeapon> const* Struct<rpg::BattlerAnimationWeapon>::fields[];

template <>
const char* const Struct<rpg::Chipset>::name;
template <>
Field<rpg::Chipset> const* Struct<rpg::Chipset>::fields[];

template <>
const char* const Struct<rpg::Class>::name;
template <>
Field<rpg::Class> const* Struct<rpg::Class>::fields[];

template <>
const char* const Struct<rpg::CommonEvent>::name;
template <>
Field<rpg::CommonEvent> const* Struct<rpg::CommonEvent>::fields[];

template <>
const char* const Struct<rpg::Database>::name;
template <>
Field<rpg::Database> const* Struct<rpg::Database>::fields[];

template <>
const char* const Struct<rpg::Encounter>::name;
template <>
Field<rpg::Encounter> const* Struct<rpg::Encounter>::fields[];

template <>
const char* const Struct<rpg::Enemy>::name;
template <>
Field<rpg::Enemy> const* Struct<rpg::Enemy>::fields[];

template <>
const char* const Struct<rpg::EnemyAction>::name;
template <>
Field<rpg::EnemyAction> const* Struct<rpg::EnemyAction>::fields[];

template <>
const char* const Struct<rpg::Equipment>::name;
template <>
Field<rpg::Equipment> const* Struct<rpg::Equipment>::fields[];

template <>
const char* const Struct<rpg::Event>::name;
template <>
Field<rpg::Event> const* Struct<rpg::Event>::fields[];

template <>
const char* const Struct<rpg::EventCommand>::name;
template <>
Field<rpg::EventCommand> const* Struct<rpg::EventCommand>::fields[];

template <>
const char* const Struct<rpg::EventPage>::name;
template <>
Field<rpg::EventPage> const* Struct<rpg::EventPage>::fields[];

template <>
const char* const Struct<rpg::EventPageCondition>::name;
template <>
Field<rpg::EventPageCondition> const* Struct<rpg::EventPageCondition>::fields[];

template <>
const char* const Struct<rpg::Item>::name;
template <>
Field<rpg::Item> const* Struct<rpg::Item>::fields[];

template <>
const char* const Struct<rpg::Learning>::name;
template <>
Field<rpg::Learning> const* Struct<rpg::Learning>::fields[];

template <>
const char* const Struct<rpg::Map>::name;
template <>
Field<rpg::Map> const* Struct<rpg::Map>::fields[];

template <>
const char* const Struct<rpg::MapInfo>::name;
template <>
Field<rpg::MapInfo> const* Struct<rpg::MapInfo>::fields[];

template <>
const char* const Struct<rpg::MoveCommand>::name;
template <>
Field<rpg::MoveCommand> const* Struct<rpg::MoveCommand>::fields[];

template <>
const char* const Struct<rpg::MoveRoute>::name;
template <>
Field<rpg::MoveRoute> const* Struct<rpg::MoveRoute>::fields[];

template <>
const char* const Struct<rpg::Music>::name;
template <>
Field<rpg::Music> const* Struct<rpg::Music>::fields[];

template <>
const char* const Struct<rpg::Parameters>::name;
template <>
Field<rpg::Parameters> const* Struct<rpg::Parameters>::fields[];

template <>
const char* const Struct<rpg::Rect>::name;
template <>
Field<rpg::Rect> const* Struct<rpg::Rect>::fields[];

template <>
const char* const Struct<rpg::Save>::name;
template <>
Field<rpg::Save> const* Struct<rpg::Save>::fields[];

template <>
const char* const Struct<rpg::SaveActor>::name;
template <>
Field<rpg::SaveActor> const* Struct<rpg::SaveActor>::fields[];

template <>
const char* const Struct<rpg::SaveCommonEvent>::name;
template <>
Field<rpg::SaveCommonEvent> const* Struct<rpg::SaveCommonEvent>::fields[];

template <>
const char* const Struct<rpg::SaveEasyRpgData>::name;
template <>
Field<rpg::SaveEasyRpgData> const* Struct<rpg::SaveEasyRpgData>::fields[];

template <>
const char* const Struct<rpg::SaveEasyRpgText>::name;
template <>
Field<rpg::SaveEasyRpgText> const* Struct<rpg::SaveEasyRpgText>::fields[];

template <>
const char* const Struct<rpg::SaveEasyRpgWindow>::name;
template <>
Field<rpg::SaveEasyRpgWindow> const* Struct<rpg::SaveEasyRpgWindow>::fields[];

template <>
const char* const Struct<rpg::SaveEventExecFrame>::name;
template <>
Field<rpg::SaveEventExecFrame> const* Struct<rpg::SaveEventExecFrame>::fields[];

template <>
const char* const Struct<rpg::SaveEventExecState>::name;
template <>
Field<rpg::SaveEventExecState> const* Struct<rpg::SaveEventExecState>::fields[];

template <>
const char* const Struct<rpg::SaveInventory>::name;
template <>
Field<rpg::SaveInventory> const* Struct<rpg::SaveInventory>::fields[];

template <>
const char* const Struct<rpg::SaveMapEvent>::name;
template <>
Field<rpg::SaveMapEvent> const* Struct<rpg::SaveMapEvent>::fields[];

template <>
const char* const Struct<rpg::SaveMapEventBase>::name;
template <>
Field<rpg::SaveMapEventBase> const* Struct<rpg::SaveMapEventBase>::fields[];

template <>
const char* const Struct<rpg::SaveMapInfo>::name;
template <>
Field<rpg::SaveMapInfo> const* Struct<rpg::SaveMapInfo>::fields[];

template <>
const char* const Struct<rpg::SavePanorama>::name;
template <>
Field<rpg::SavePanorama> const* Struct<rpg::SavePanorama>::fields[];

template <>
const char* const Struct<rpg::SavePartyLocation>::name;
template <>
Field<rpg::SavePartyLocation> const* Struct<rpg::SavePartyLocation>::fields[];

template <>
const char* const Struct<rpg::SavePicture>::name;
template <>
Field<rpg::SavePicture> const* Struct<rpg::SavePicture>::fields[];

template <>
const char* const Struct<rpg::SaveScreen>::name;
template <>
Field<rpg::SaveScreen> const* Struct<rpg::SaveScreen>::fields[];

template <>
const char* const Struct<rpg::SaveSystem>::name;
template <>
Field<rpg::SaveSystem> const* Struct<rpg::SaveSystem>::fields[];

template <>
const char* const Struct<rpg::SaveTarget>::name;
template <>
Field<rpg::SaveTarget> const* Struct<rpg::SaveTarget>::fields[];

template <>
const char* const Struct<rpg::SaveTitle>::name;
template <>
Field<rpg::SaveTitle> const* Struct<rpg::SaveTitle>::fields[];

template <>
const char* const Struct<rpg::SaveVehicleLocation>::name;
template <>
Field<rpg::SaveVehicleLocation> const* Struct<rpg::SaveVehicleLocation>::fields[];

template <>
const char* const Struct<rpg::Skill>::name;
template <>
Field<rpg::Skill> const* Struct<rpg::Skill>::fields[];

template <>
const char* const Struct<rpg::Sound>::name;
template <>
Field<rpg::Sound> const* Struct<rpg::Sound>::fields[];

template <>
const char* const Struct<rpg::Start>::name;
template <>
Field<rpg::Start> const* Struct<rpg::Start>::fields[];

template <>
const char* const Struct<rpg::State>::name;
template <>
Field<rpg::State> const* Struct<rpg::State>::fields[];

template <>
const char* const Struct<rpg::StringVariable>::name;
template <>
Field<rpg::StringVariable> const* Struct<rpg::StringVariable>::fields[];

template <>
const char* const Struct<rpg::Switch>::name;
template <>
Field<rpg::Switch> const* Struct<rpg::Switch>::fields[];

template <>
const char* const Struct<rpg::System>::name;
template <>
Field<rpg::System> const* Struct<rpg::System>::fields[];

template <>
const char* const Struct<rpg::Terms>::name;
template <>
Field<rpg::Terms> const* Struct<rpg::Terms>::fields[];

template <>
const char* const Struct<rpg::Terrain>::name;
template <>
Field<rpg::Terrain> const* Struct<rpg::Terrain>::fields[];

template <>
const char* const Struct<rpg::TestBattler>::name;
template <>
Field<rpg::TestBattler> const* Struct<rpg::TestBattler>::fields[];

template <>
const char* const Struct<rpg::TreeMap>::name;
template <>
Field<rpg::TreeMap> const* Struct<rpg::TreeMap>::fields[];

template <>
const char* const Struct<rpg::Troop>::name;
template <>
Field<rpg::Troop> const* Struct<rpg::Troop>::fields[];

template <>
const char* const Struct<rpg::TroopMember>::name;
template <>
Field<rpg::TroopMember> const* Struct<rpg::TroopMember>::fields[];

template <>
const char* const Struct<rpg::TroopPage>::name;
template <>
Field<rpg::TroopPage> const* Struct<rpg::TroopPage>::fields[];

template <>
const char* const Struct<rpg::TroopPageCondition>::name;
template <>
Field<rpg::TroopPageCondition> const* Struct<rpg::TroopPageCondition>::fields[];

template <>
const char* const Struct<rpg::Variable>::name;
template <>
Field<rpg::Variable> const* Struct<rpg::Variable>::fields[];

} //namespace lcf
#endif

