#include "d/a/b/d_a_b_girahimu3_third.h" SPECIAL_ACTOR_PROFILE(B_GIRAHIMU3_THIRD, dAcGirahimu3Third_c, fProfile::B_GIRAHIMU3_THIRD, 0x113, 0, 0); STATE_DEFINE(dAcGirahimu3Third_c, Demo); STATE_DEFINE(dAcGirahimu3Third_c, SceneChange); STATE_DEFINE(dAcGirahimu3Third_c, Wait); STATE_DEFINE(dAcGirahimu3Third_c, Walk); STATE_DEFINE(dAcGirahimu3Third_c, GuardSword); STATE_DEFINE(dAcGirahimu3Third_c, Chance); STATE_DEFINE(dAcGirahimu3Third_c, SwordBeamDamage); STATE_DEFINE(dAcGirahimu3Third_c, RepairClaymore); STATE_DEFINE(dAcGirahimu3Third_c, Attack); STATE_DEFINE(dAcGirahimu3Third_c, CounterAttack); STATE_DEFINE(dAcGirahimu3Third_c, EscapeWarp); STATE_DEFINE(dAcGirahimu3Third_c, EscapeWarp2); STATE_DEFINE(dAcGirahimu3Third_c, GuardJust); void dAcGirahimu3Third_c::initializeState_Demo() {} void dAcGirahimu3Third_c::executeState_Demo() {} void dAcGirahimu3Third_c::finalizeState_Demo() {} void dAcGirahimu3Third_c::initializeState_SceneChange() {} void dAcGirahimu3Third_c::executeState_SceneChange() {} void dAcGirahimu3Third_c::finalizeState_SceneChange() {} void dAcGirahimu3Third_c::initializeState_Wait() {} void dAcGirahimu3Third_c::executeState_Wait() {} void dAcGirahimu3Third_c::finalizeState_Wait() {} void dAcGirahimu3Third_c::initializeState_Walk() {} void dAcGirahimu3Third_c::executeState_Walk() {} void dAcGirahimu3Third_c::finalizeState_Walk() {} void dAcGirahimu3Third_c::initializeState_GuardSword() {} void dAcGirahimu3Third_c::executeState_GuardSword() {} void dAcGirahimu3Third_c::finalizeState_GuardSword() {} void dAcGirahimu3Third_c::initializeState_Chance() {} void dAcGirahimu3Third_c::executeState_Chance() {} void dAcGirahimu3Third_c::finalizeState_Chance() {} void dAcGirahimu3Third_c::initializeState_SwordBeamDamage() {} void dAcGirahimu3Third_c::executeState_SwordBeamDamage() {} void dAcGirahimu3Third_c::finalizeState_SwordBeamDamage() {} void dAcGirahimu3Third_c::initializeState_RepairClaymore() {} void dAcGirahimu3Third_c::executeState_RepairClaymore() {} void dAcGirahimu3Third_c::finalizeState_RepairClaymore() {} void dAcGirahimu3Third_c::initializeState_Attack() {} void dAcGirahimu3Third_c::executeState_Attack() {} void dAcGirahimu3Third_c::finalizeState_Attack() {} void dAcGirahimu3Third_c::initializeState_CounterAttack() {} void dAcGirahimu3Third_c::executeState_CounterAttack() {} void dAcGirahimu3Third_c::finalizeState_CounterAttack() {} void dAcGirahimu3Third_c::initializeState_EscapeWarp() {} void dAcGirahimu3Third_c::executeState_EscapeWarp() {} void dAcGirahimu3Third_c::finalizeState_EscapeWarp() {} void dAcGirahimu3Third_c::initializeState_EscapeWarp2() {} void dAcGirahimu3Third_c::executeState_EscapeWarp2() {} void dAcGirahimu3Third_c::finalizeState_EscapeWarp2() {} void dAcGirahimu3Third_c::initializeState_GuardJust() {} void dAcGirahimu3Third_c::executeState_GuardJust() {} void dAcGirahimu3Third_c::finalizeState_GuardJust() {}