#include "d/a/b/d_a_b_bigboss.h" SPECIAL_ACTOR_PROFILE(B_BIGBOSS, dAcBBigBoss_c, fProfile::B_BIGBOSS, 0xA0, 0, 0); STATE_DEFINE(dAcBBigBoss_c, AppearWait); STATE_DEFINE(dAcBBigBoss_c, AppearDemo); STATE_DEFINE(dAcBBigBoss_c, Wait); STATE_DEFINE(dAcBBigBoss_c, Walk); STATE_DEFINE(dAcBBigBoss_c, Reach); STATE_DEFINE(dAcBBigBoss_c, Turn); STATE_DEFINE(dAcBBigBoss_c, ImpaAdvice); STATE_DEFINE(dAcBBigBoss_c, ShakeHead); STATE_DEFINE(dAcBBigBoss_c, HeadDamage); STATE_DEFINE(dAcBBigBoss_c, HeadDamageThrow); STATE_DEFINE(dAcBBigBoss_c, HeadPain); STATE_DEFINE(dAcBBigBoss_c, StunPain); STATE_DEFINE(dAcBBigBoss_c, HeadRecover); STATE_DEFINE(dAcBBigBoss_c, Attack); STATE_DEFINE(dAcBBigBoss_c, FrontFall); STATE_DEFINE(dAcBBigBoss_c, Rush); STATE_DEFINE(dAcBBigBoss_c, Rise); STATE_DEFINE(dAcBBigBoss_c, Tied); STATE_DEFINE(dAcBBigBoss_c, LevelUp); STATE_DEFINE(dAcBBigBoss_c, FootBroken); STATE_DEFINE(dAcBBigBoss_c, FootRecover); STATE_DEFINE(dAcBBigBoss_c, Stun); STATE_DEFINE(dAcBBigBoss_c, StunWait); STATE_DEFINE(dAcBBigBoss_c, StunRecover); STATE_DEFINE(dAcBBigBoss_c, StunDamage); STATE_DEFINE(dAcBBigBoss_c, StunFrontFall); STATE_DEFINE(dAcBBigBoss_c, Evacuation); STATE_DEFINE(dAcBBigBoss_c, StoneWait); STATE_DEFINE(dAcBBigBoss_c, SwordGameWait); STATE_DEFINE(dAcBBigBoss_c, SwordGameEnd); void dAcBBigBoss_c::initializeState_AppearWait() {} void dAcBBigBoss_c::executeState_AppearWait() {} void dAcBBigBoss_c::finalizeState_AppearWait() {} void dAcBBigBoss_c::initializeState_AppearDemo() {} void dAcBBigBoss_c::executeState_AppearDemo() {} void dAcBBigBoss_c::finalizeState_AppearDemo() {} void dAcBBigBoss_c::initializeState_Wait() {} void dAcBBigBoss_c::executeState_Wait() {} void dAcBBigBoss_c::finalizeState_Wait() {} void dAcBBigBoss_c::initializeState_Walk() {} void dAcBBigBoss_c::executeState_Walk() {} void dAcBBigBoss_c::finalizeState_Walk() {} void dAcBBigBoss_c::initializeState_Reach() {} void dAcBBigBoss_c::executeState_Reach() {} void dAcBBigBoss_c::finalizeState_Reach() {} void dAcBBigBoss_c::initializeState_Turn() {} void dAcBBigBoss_c::executeState_Turn() {} void dAcBBigBoss_c::finalizeState_Turn() {} void dAcBBigBoss_c::initializeState_ImpaAdvice() {} void dAcBBigBoss_c::executeState_ImpaAdvice() {} void dAcBBigBoss_c::finalizeState_ImpaAdvice() {} void dAcBBigBoss_c::initializeState_ShakeHead() {} void dAcBBigBoss_c::executeState_ShakeHead() {} void dAcBBigBoss_c::finalizeState_ShakeHead() {} void dAcBBigBoss_c::initializeState_HeadDamage() {} void dAcBBigBoss_c::executeState_HeadDamage() {} void dAcBBigBoss_c::finalizeState_HeadDamage() {} void dAcBBigBoss_c::initializeState_HeadDamageThrow() {} void dAcBBigBoss_c::executeState_HeadDamageThrow() {} void dAcBBigBoss_c::finalizeState_HeadDamageThrow() {} void dAcBBigBoss_c::initializeState_HeadPain() {} void dAcBBigBoss_c::executeState_HeadPain() {} void dAcBBigBoss_c::finalizeState_HeadPain() {} void dAcBBigBoss_c::initializeState_StunPain() {} void dAcBBigBoss_c::executeState_StunPain() {} void dAcBBigBoss_c::finalizeState_StunPain() {} void dAcBBigBoss_c::initializeState_HeadRecover() {} void dAcBBigBoss_c::executeState_HeadRecover() {} void dAcBBigBoss_c::finalizeState_HeadRecover() {} void dAcBBigBoss_c::initializeState_Attack() {} void dAcBBigBoss_c::executeState_Attack() {} void dAcBBigBoss_c::finalizeState_Attack() {} void dAcBBigBoss_c::initializeState_FrontFall() {} void dAcBBigBoss_c::executeState_FrontFall() {} void dAcBBigBoss_c::finalizeState_FrontFall() {} void dAcBBigBoss_c::initializeState_Rush() {} void dAcBBigBoss_c::executeState_Rush() {} void dAcBBigBoss_c::finalizeState_Rush() {} void dAcBBigBoss_c::initializeState_Rise() {} void dAcBBigBoss_c::executeState_Rise() {} void dAcBBigBoss_c::finalizeState_Rise() {} void dAcBBigBoss_c::initializeState_Tied() {} void dAcBBigBoss_c::executeState_Tied() {} void dAcBBigBoss_c::finalizeState_Tied() {} void dAcBBigBoss_c::initializeState_LevelUp() {} void dAcBBigBoss_c::executeState_LevelUp() {} void dAcBBigBoss_c::finalizeState_LevelUp() {} void dAcBBigBoss_c::initializeState_FootBroken() {} void dAcBBigBoss_c::executeState_FootBroken() {} void dAcBBigBoss_c::finalizeState_FootBroken() {} void dAcBBigBoss_c::initializeState_FootRecover() {} void dAcBBigBoss_c::executeState_FootRecover() {} void dAcBBigBoss_c::finalizeState_FootRecover() {} void dAcBBigBoss_c::initializeState_Stun() {} void dAcBBigBoss_c::executeState_Stun() {} void dAcBBigBoss_c::finalizeState_Stun() {} void dAcBBigBoss_c::initializeState_StunWait() {} void dAcBBigBoss_c::executeState_StunWait() {} void dAcBBigBoss_c::finalizeState_StunWait() {} void dAcBBigBoss_c::initializeState_StunRecover() {} void dAcBBigBoss_c::executeState_StunRecover() {} void dAcBBigBoss_c::finalizeState_StunRecover() {} void dAcBBigBoss_c::initializeState_StunDamage() {} void dAcBBigBoss_c::executeState_StunDamage() {} void dAcBBigBoss_c::finalizeState_StunDamage() {} void dAcBBigBoss_c::initializeState_StunFrontFall() {} void dAcBBigBoss_c::executeState_StunFrontFall() {} void dAcBBigBoss_c::finalizeState_StunFrontFall() {} void dAcBBigBoss_c::initializeState_Evacuation() {} void dAcBBigBoss_c::executeState_Evacuation() {} void dAcBBigBoss_c::finalizeState_Evacuation() {} void dAcBBigBoss_c::initializeState_StoneWait() {} void dAcBBigBoss_c::executeState_StoneWait() {} void dAcBBigBoss_c::finalizeState_StoneWait() {} void dAcBBigBoss_c::initializeState_SwordGameWait() {} void dAcBBigBoss_c::executeState_SwordGameWait() {} void dAcBBigBoss_c::finalizeState_SwordGameWait() {} void dAcBBigBoss_c::initializeState_SwordGameEnd() {} void dAcBBigBoss_c::executeState_SwordGameEnd() {} void dAcBBigBoss_c::finalizeState_SwordGameEnd() {}