#include "d/a/b/d_a_b_bigboss3.h" SPECIAL_ACTOR_PROFILE(B_BIGBOSS3, dAcBBigBoss3_c, fProfile::B_BIGBOSS3, 0xA2, 0, 0); STATE_DEFINE(dAcBBigBoss3_c, AppearWait); STATE_DEFINE(dAcBBigBoss3_c, AppearDemo); STATE_DEFINE(dAcBBigBoss3_c, Wait); STATE_DEFINE(dAcBBigBoss3_c, Walk); STATE_DEFINE(dAcBBigBoss3_c, Reach); STATE_DEFINE(dAcBBigBoss3_c, Turn); STATE_DEFINE(dAcBBigBoss3_c, ImpaAdvice); STATE_DEFINE(dAcBBigBoss3_c, ShakeHead); STATE_DEFINE(dAcBBigBoss3_c, HeadDamage); STATE_DEFINE(dAcBBigBoss3_c, HeadDamageThrow); STATE_DEFINE(dAcBBigBoss3_c, HeadPain); STATE_DEFINE(dAcBBigBoss3_c, StunPain); STATE_DEFINE(dAcBBigBoss3_c, DropByHand); STATE_DEFINE(dAcBBigBoss3_c, Attack); STATE_DEFINE(dAcBBigBoss3_c, FootBroken); STATE_DEFINE(dAcBBigBoss3_c, BombHit); STATE_DEFINE(dAcBBigBoss3_c, FootRecover); STATE_DEFINE(dAcBBigBoss3_c, HeadRecover); STATE_DEFINE(dAcBBigBoss3_c, ArmBroken); STATE_DEFINE(dAcBBigBoss3_c, ArmRecover); STATE_DEFINE(dAcBBigBoss3_c, Stun); STATE_DEFINE(dAcBBigBoss3_c, StunWait); STATE_DEFINE(dAcBBigBoss3_c, StunRecover); STATE_DEFINE(dAcBBigBoss3_c, StunDamage); STATE_DEFINE(dAcBBigBoss3_c, StunBombDamage); STATE_DEFINE(dAcBBigBoss3_c, LevelUp); STATE_DEFINE(dAcBBigBoss3_c, GuardBallista); STATE_DEFINE(dAcBBigBoss3_c, ArmAttack); STATE_DEFINE(dAcBBigBoss3_c, PreFly); STATE_DEFINE(dAcBBigBoss3_c, PreFlyDemo); STATE_DEFINE(dAcBBigBoss3_c, Fly); STATE_DEFINE(dAcBBigBoss3_c, FlyPain); STATE_DEFINE(dAcBBigBoss3_c, FlyFall); STATE_DEFINE(dAcBBigBoss3_c, FlyFallGround); STATE_DEFINE(dAcBBigBoss3_c, FlyFallGroundWait); STATE_DEFINE(dAcBBigBoss3_c, FlyFallRecover); STATE_DEFINE(dAcBBigBoss3_c, FlyReach); STATE_DEFINE(dAcBBigBoss3_c, Evacuation); STATE_DEFINE(dAcBBigBoss3_c, StoneWait); STATE_DEFINE(dAcBBigBoss3_c, SwordGameWait); STATE_DEFINE(dAcBBigBoss3_c, SwordGameEnd); void dAcBBigBoss3_c::initializeState_AppearWait() {} void dAcBBigBoss3_c::executeState_AppearWait() {} void dAcBBigBoss3_c::finalizeState_AppearWait() {} void dAcBBigBoss3_c::initializeState_AppearDemo() {} void dAcBBigBoss3_c::executeState_AppearDemo() {} void dAcBBigBoss3_c::finalizeState_AppearDemo() {} void dAcBBigBoss3_c::initializeState_Wait() {} void dAcBBigBoss3_c::executeState_Wait() {} void dAcBBigBoss3_c::finalizeState_Wait() {} void dAcBBigBoss3_c::initializeState_Walk() {} void dAcBBigBoss3_c::executeState_Walk() {} void dAcBBigBoss3_c::finalizeState_Walk() {} void dAcBBigBoss3_c::initializeState_Reach() {} void dAcBBigBoss3_c::executeState_Reach() {} void dAcBBigBoss3_c::finalizeState_Reach() {} void dAcBBigBoss3_c::initializeState_Turn() {} void dAcBBigBoss3_c::executeState_Turn() {} void dAcBBigBoss3_c::finalizeState_Turn() {} void dAcBBigBoss3_c::initializeState_ImpaAdvice() {} void dAcBBigBoss3_c::executeState_ImpaAdvice() {} void dAcBBigBoss3_c::finalizeState_ImpaAdvice() {} void dAcBBigBoss3_c::initializeState_ShakeHead() {} void dAcBBigBoss3_c::executeState_ShakeHead() {} void dAcBBigBoss3_c::finalizeState_ShakeHead() {} void dAcBBigBoss3_c::initializeState_HeadDamage() {} void dAcBBigBoss3_c::executeState_HeadDamage() {} void dAcBBigBoss3_c::finalizeState_HeadDamage() {} void dAcBBigBoss3_c::initializeState_HeadDamageThrow() {} void dAcBBigBoss3_c::executeState_HeadDamageThrow() {} void dAcBBigBoss3_c::finalizeState_HeadDamageThrow() {} void dAcBBigBoss3_c::initializeState_HeadPain() {} void dAcBBigBoss3_c::executeState_HeadPain() {} void dAcBBigBoss3_c::finalizeState_HeadPain() {} void dAcBBigBoss3_c::initializeState_StunPain() {} void dAcBBigBoss3_c::executeState_StunPain() {} void dAcBBigBoss3_c::finalizeState_StunPain() {} void dAcBBigBoss3_c::initializeState_DropByHand() {} void dAcBBigBoss3_c::executeState_DropByHand() {} void dAcBBigBoss3_c::finalizeState_DropByHand() {} void dAcBBigBoss3_c::initializeState_Attack() {} void dAcBBigBoss3_c::executeState_Attack() {} void dAcBBigBoss3_c::finalizeState_Attack() {} void dAcBBigBoss3_c::initializeState_FootBroken() {} void dAcBBigBoss3_c::executeState_FootBroken() {} void dAcBBigBoss3_c::finalizeState_FootBroken() {} void dAcBBigBoss3_c::initializeState_BombHit() {} void dAcBBigBoss3_c::executeState_BombHit() {} void dAcBBigBoss3_c::finalizeState_BombHit() {} void dAcBBigBoss3_c::initializeState_FootRecover() {} void dAcBBigBoss3_c::executeState_FootRecover() {} void dAcBBigBoss3_c::finalizeState_FootRecover() {} void dAcBBigBoss3_c::initializeState_HeadRecover() {} void dAcBBigBoss3_c::executeState_HeadRecover() {} void dAcBBigBoss3_c::finalizeState_HeadRecover() {} void dAcBBigBoss3_c::initializeState_ArmBroken() {} void dAcBBigBoss3_c::executeState_ArmBroken() {} void dAcBBigBoss3_c::finalizeState_ArmBroken() {} void dAcBBigBoss3_c::initializeState_ArmRecover() {} void dAcBBigBoss3_c::executeState_ArmRecover() {} void dAcBBigBoss3_c::finalizeState_ArmRecover() {} void dAcBBigBoss3_c::initializeState_Stun() {} void dAcBBigBoss3_c::executeState_Stun() {} void dAcBBigBoss3_c::finalizeState_Stun() {} void dAcBBigBoss3_c::initializeState_StunWait() {} void dAcBBigBoss3_c::executeState_StunWait() {} void dAcBBigBoss3_c::finalizeState_StunWait() {} void dAcBBigBoss3_c::initializeState_StunRecover() {} void dAcBBigBoss3_c::executeState_StunRecover() {} void dAcBBigBoss3_c::finalizeState_StunRecover() {} void dAcBBigBoss3_c::initializeState_StunDamage() {} void dAcBBigBoss3_c::executeState_StunDamage() {} void dAcBBigBoss3_c::finalizeState_StunDamage() {} void dAcBBigBoss3_c::initializeState_StunBombDamage() {} void dAcBBigBoss3_c::executeState_StunBombDamage() {} void dAcBBigBoss3_c::finalizeState_StunBombDamage() {} void dAcBBigBoss3_c::initializeState_LevelUp() {} void dAcBBigBoss3_c::executeState_LevelUp() {} void dAcBBigBoss3_c::finalizeState_LevelUp() {} void dAcBBigBoss3_c::initializeState_GuardBallista() {} void dAcBBigBoss3_c::executeState_GuardBallista() {} void dAcBBigBoss3_c::finalizeState_GuardBallista() {} void dAcBBigBoss3_c::initializeState_ArmAttack() {} void dAcBBigBoss3_c::executeState_ArmAttack() {} void dAcBBigBoss3_c::finalizeState_ArmAttack() {} void dAcBBigBoss3_c::initializeState_PreFly() {} void dAcBBigBoss3_c::executeState_PreFly() {} void dAcBBigBoss3_c::finalizeState_PreFly() {} void dAcBBigBoss3_c::initializeState_PreFlyDemo() {} void dAcBBigBoss3_c::executeState_PreFlyDemo() {} void dAcBBigBoss3_c::finalizeState_PreFlyDemo() {} void dAcBBigBoss3_c::initializeState_Fly() {} void dAcBBigBoss3_c::executeState_Fly() {} void dAcBBigBoss3_c::finalizeState_Fly() {} void dAcBBigBoss3_c::initializeState_FlyPain() {} void dAcBBigBoss3_c::executeState_FlyPain() {} void dAcBBigBoss3_c::finalizeState_FlyPain() {} void dAcBBigBoss3_c::initializeState_FlyFall() {} void dAcBBigBoss3_c::executeState_FlyFall() {} void dAcBBigBoss3_c::finalizeState_FlyFall() {} void dAcBBigBoss3_c::initializeState_FlyFallGround() {} void dAcBBigBoss3_c::executeState_FlyFallGround() {} void dAcBBigBoss3_c::finalizeState_FlyFallGround() {} void dAcBBigBoss3_c::initializeState_FlyFallGroundWait() {} void dAcBBigBoss3_c::executeState_FlyFallGroundWait() {} void dAcBBigBoss3_c::finalizeState_FlyFallGroundWait() {} void dAcBBigBoss3_c::initializeState_FlyFallRecover() {} void dAcBBigBoss3_c::executeState_FlyFallRecover() {} void dAcBBigBoss3_c::finalizeState_FlyFallRecover() {} void dAcBBigBoss3_c::initializeState_FlyReach() {} void dAcBBigBoss3_c::executeState_FlyReach() {} void dAcBBigBoss3_c::finalizeState_FlyReach() {} void dAcBBigBoss3_c::initializeState_Evacuation() {} void dAcBBigBoss3_c::executeState_Evacuation() {} void dAcBBigBoss3_c::finalizeState_Evacuation() {} void dAcBBigBoss3_c::initializeState_StoneWait() {} void dAcBBigBoss3_c::executeState_StoneWait() {} void dAcBBigBoss3_c::finalizeState_StoneWait() {} void dAcBBigBoss3_c::initializeState_SwordGameWait() {} void dAcBBigBoss3_c::executeState_SwordGameWait() {} void dAcBBigBoss3_c::finalizeState_SwordGameWait() {} void dAcBBigBoss3_c::initializeState_SwordGameEnd() {} void dAcBBigBoss3_c::executeState_SwordGameEnd() {} void dAcBBigBoss3_c::finalizeState_SwordGameEnd() {}