#include "d/a/b/d_a_b_asura.h" SPECIAL_ACTOR_PROFILE(B_ASURA, dAcBAsura_c, fProfile::B_ASURA, 0x117, 0, 0); STATE_DEFINE(dAcBAsura_c, Attack); STATE_DEFINE(dAcBAsura_c, AttackHigh); STATE_DEFINE(dAcBAsura_c, AttackB); STATE_DEFINE(dAcBAsura_c, BreakLegB); STATE_DEFINE(dAcBAsura_c, BreakWaitB); STATE_DEFINE(dAcBAsura_c, ChargeB); STATE_DEFINE(dAcBAsura_c, CutAllB); STATE_DEFINE(dAcBAsura_c, Damage); STATE_DEFINE(dAcBAsura_c, DamageB); STATE_DEFINE(dAcBAsura_c, Dead); STATE_DEFINE(dAcBAsura_c, DeadB); STATE_DEFINE(dAcBAsura_c, Disconnect); STATE_DEFINE(dAcBAsura_c, DisconnectB); STATE_DEFINE(dAcBAsura_c, Fire); STATE_DEFINE(dAcBAsura_c, Recover); STATE_DEFINE(dAcBAsura_c, RecoverB); STATE_DEFINE(dAcBAsura_c, StunB); STATE_DEFINE(dAcBAsura_c, SummonB); STATE_DEFINE(dAcBAsura_c, SwordGame); STATE_DEFINE(dAcBAsura_c, Wait); STATE_DEFINE(dAcBAsura_c, WaitB); STATE_DEFINE(dAcBAsura_c, Start); STATE_DEFINE(dAcBAsura_c, StartB); STATE_DEFINE(dAcBAsura_c, Test); STATE_DEFINE(dAcBAsura_c, TestB); void dAcBAsura_c::initializeState_Attack() {} void dAcBAsura_c::executeState_Attack() {} void dAcBAsura_c::finalizeState_Attack() {} void dAcBAsura_c::initializeState_AttackHigh() {} void dAcBAsura_c::executeState_AttackHigh() {} void dAcBAsura_c::finalizeState_AttackHigh() {} void dAcBAsura_c::initializeState_AttackB() {} void dAcBAsura_c::executeState_AttackB() {} void dAcBAsura_c::finalizeState_AttackB() {} void dAcBAsura_c::initializeState_BreakLegB() {} void dAcBAsura_c::executeState_BreakLegB() {} void dAcBAsura_c::finalizeState_BreakLegB() {} void dAcBAsura_c::initializeState_BreakWaitB() {} void dAcBAsura_c::executeState_BreakWaitB() {} void dAcBAsura_c::finalizeState_BreakWaitB() {} void dAcBAsura_c::initializeState_ChargeB() {} void dAcBAsura_c::executeState_ChargeB() {} void dAcBAsura_c::finalizeState_ChargeB() {} void dAcBAsura_c::initializeState_CutAllB() {} void dAcBAsura_c::executeState_CutAllB() {} void dAcBAsura_c::finalizeState_CutAllB() {} void dAcBAsura_c::initializeState_Damage() {} void dAcBAsura_c::executeState_Damage() {} void dAcBAsura_c::finalizeState_Damage() {} void dAcBAsura_c::initializeState_DamageB() {} void dAcBAsura_c::executeState_DamageB() {} void dAcBAsura_c::finalizeState_DamageB() {} void dAcBAsura_c::initializeState_Dead() {} void dAcBAsura_c::executeState_Dead() {} void dAcBAsura_c::finalizeState_Dead() {} void dAcBAsura_c::initializeState_DeadB() {} void dAcBAsura_c::executeState_DeadB() {} void dAcBAsura_c::finalizeState_DeadB() {} void dAcBAsura_c::initializeState_Disconnect() {} void dAcBAsura_c::executeState_Disconnect() {} void dAcBAsura_c::finalizeState_Disconnect() {} void dAcBAsura_c::initializeState_DisconnectB() {} void dAcBAsura_c::executeState_DisconnectB() {} void dAcBAsura_c::finalizeState_DisconnectB() {} void dAcBAsura_c::initializeState_Fire() {} void dAcBAsura_c::executeState_Fire() {} void dAcBAsura_c::finalizeState_Fire() {} void dAcBAsura_c::initializeState_Recover() {} void dAcBAsura_c::executeState_Recover() {} void dAcBAsura_c::finalizeState_Recover() {} void dAcBAsura_c::initializeState_RecoverB() {} void dAcBAsura_c::executeState_RecoverB() {} void dAcBAsura_c::finalizeState_RecoverB() {} void dAcBAsura_c::initializeState_StunB() {} void dAcBAsura_c::executeState_StunB() {} void dAcBAsura_c::finalizeState_StunB() {} void dAcBAsura_c::initializeState_SummonB() {} void dAcBAsura_c::executeState_SummonB() {} void dAcBAsura_c::finalizeState_SummonB() {} void dAcBAsura_c::initializeState_SwordGame() {} void dAcBAsura_c::executeState_SwordGame() {} void dAcBAsura_c::finalizeState_SwordGame() {} void dAcBAsura_c::initializeState_Wait() {} void dAcBAsura_c::executeState_Wait() {} void dAcBAsura_c::finalizeState_Wait() {} void dAcBAsura_c::initializeState_WaitB() {} void dAcBAsura_c::executeState_WaitB() {} void dAcBAsura_c::finalizeState_WaitB() {} void dAcBAsura_c::initializeState_Start() {} void dAcBAsura_c::executeState_Start() {} void dAcBAsura_c::finalizeState_Start() {} void dAcBAsura_c::initializeState_StartB() {} void dAcBAsura_c::executeState_StartB() {} void dAcBAsura_c::finalizeState_StartB() {} void dAcBAsura_c::initializeState_Test() {} void dAcBAsura_c::executeState_Test() {} void dAcBAsura_c::finalizeState_Test() {} void dAcBAsura_c::initializeState_TestB() {} void dAcBAsura_c::executeState_TestB() {} void dAcBAsura_c::finalizeState_TestB() {}