Refactor sprite editor to use Zelda3 namespace for default sprite names
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@@ -384,7 +384,7 @@ void DrawSpriteTable(std::function<void(int)> onSpriteSelect) {
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// Initialize items if empty
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if (items.empty()) {
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for (int i = 0; i < 256; ++i) {
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items.push_back(SpriteItem{i, kSpriteDefaultNames[i].data()});
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items.push_back(SpriteItem{i, zelda3::kSpriteDefaultNames[i].data()});
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}
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}
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