#include "d/a/b/d_a_b_mg.h" SPECIAL_ACTOR_PROFILE(B_MG, dAcBmg_c, fProfile::B_MG, 0xB6, 0, 2); STATE_DEFINE(dAcBmg_c, Start); STATE_DEFINE(dAcBmg_c, DiveWait); STATE_DEFINE(dAcBmg_c, Dive); STATE_DEFINE(dAcBmg_c, DiveWalk); STATE_DEFINE(dAcBmg_c, Fight); STATE_DEFINE(dAcBmg_c, HandAttack); STATE_DEFINE(dAcBmg_c, TailAttack); STATE_DEFINE(dAcBmg_c, DiveAttack); STATE_DEFINE(dAcBmg_c, LostArm); STATE_DEFINE(dAcBmg_c, MiddleDemo); STATE_DEFINE(dAcBmg_c, ArmDamage); STATE_DEFINE(dAcBmg_c, CoreDamage); STATE_DEFINE(dAcBmg_c, EyeBind); STATE_DEFINE(dAcBmg_c, BombDamage); STATE_DEFINE(dAcBmg_c, VacuumDamage); STATE_DEFINE(dAcBmg_c, End); void dAcBmg_c::initializeState_Start() {} void dAcBmg_c::executeState_Start() {} void dAcBmg_c::finalizeState_Start() {} void dAcBmg_c::initializeState_DiveWait() {} void dAcBmg_c::executeState_DiveWait() {} void dAcBmg_c::finalizeState_DiveWait() {} void dAcBmg_c::initializeState_Dive() {} void dAcBmg_c::executeState_Dive() {} void dAcBmg_c::finalizeState_Dive() {} void dAcBmg_c::initializeState_DiveWalk() {} void dAcBmg_c::executeState_DiveWalk() {} void dAcBmg_c::finalizeState_DiveWalk() {} void dAcBmg_c::initializeState_Fight() {} void dAcBmg_c::executeState_Fight() {} void dAcBmg_c::finalizeState_Fight() {} void dAcBmg_c::initializeState_HandAttack() {} void dAcBmg_c::executeState_HandAttack() {} void dAcBmg_c::finalizeState_HandAttack() {} void dAcBmg_c::initializeState_TailAttack() {} void dAcBmg_c::executeState_TailAttack() {} void dAcBmg_c::finalizeState_TailAttack() {} void dAcBmg_c::initializeState_DiveAttack() {} void dAcBmg_c::executeState_DiveAttack() {} void dAcBmg_c::finalizeState_DiveAttack() {} void dAcBmg_c::initializeState_LostArm() {} void dAcBmg_c::executeState_LostArm() {} void dAcBmg_c::finalizeState_LostArm() {} void dAcBmg_c::initializeState_MiddleDemo() {} void dAcBmg_c::executeState_MiddleDemo() {} void dAcBmg_c::finalizeState_MiddleDemo() {} void dAcBmg_c::initializeState_ArmDamage() {} void dAcBmg_c::executeState_ArmDamage() {} void dAcBmg_c::finalizeState_ArmDamage() {} void dAcBmg_c::initializeState_CoreDamage() {} void dAcBmg_c::executeState_CoreDamage() {} void dAcBmg_c::finalizeState_CoreDamage() {} void dAcBmg_c::initializeState_EyeBind() {} void dAcBmg_c::executeState_EyeBind() {} void dAcBmg_c::finalizeState_EyeBind() {} void dAcBmg_c::initializeState_BombDamage() {} void dAcBmg_c::executeState_BombDamage() {} void dAcBmg_c::finalizeState_BombDamage() {} void dAcBmg_c::initializeState_VacuumDamage() {} void dAcBmg_c::executeState_VacuumDamage() {} void dAcBmg_c::finalizeState_VacuumDamage() {} void dAcBmg_c::initializeState_End() {} void dAcBmg_c::executeState_End() {} void dAcBmg_c::finalizeState_End() {}