#include "d/a/b/d_a_b_nusi_tentakle.h" SPECIAL_ACTOR_PROFILE(B_NUSI_TENTAKLE, dAcNusiTentakle_c, fProfile::B_NUSI_TENTAKLE, 0xB4, 0, 0); STATE_DEFINE(dAcNusiTentakle_c, Hide); STATE_DEFINE(dAcNusiTentakle_c, Appear); STATE_DEFINE(dAcNusiTentakle_c, Wait); STATE_DEFINE(dAcNusiTentakle_c, HideWait); STATE_DEFINE(dAcNusiTentakle_c, Attack); STATE_DEFINE(dAcNusiTentakle_c, AppearDemo); STATE_DEFINE(dAcNusiTentakle_c, HideAppearDemo); STATE_DEFINE(dAcNusiTentakle_c, ScarfDamage); STATE_DEFINE(dAcNusiTentakle_c, Anger); STATE_DEFINE(dAcNusiTentakle_c, Down); STATE_DEFINE(dAcNusiTentakle_c, DownDamage); STATE_DEFINE(dAcNusiTentakle_c, LastDamage); STATE_DEFINE(dAcNusiTentakle_c, Recover); STATE_DEFINE(dAcNusiTentakle_c, Death); STATE_DEFINE(dAcNusiTentakle_c, CloseEye); void dAcNusiTentakle_c::initializeState_Hide() {} void dAcNusiTentakle_c::executeState_Hide() {} void dAcNusiTentakle_c::finalizeState_Hide() {} void dAcNusiTentakle_c::initializeState_Appear() {} void dAcNusiTentakle_c::executeState_Appear() {} void dAcNusiTentakle_c::finalizeState_Appear() {} void dAcNusiTentakle_c::initializeState_Wait() {} void dAcNusiTentakle_c::executeState_Wait() {} void dAcNusiTentakle_c::finalizeState_Wait() {} void dAcNusiTentakle_c::initializeState_HideWait() {} void dAcNusiTentakle_c::executeState_HideWait() {} void dAcNusiTentakle_c::finalizeState_HideWait() {} void dAcNusiTentakle_c::initializeState_Attack() {} void dAcNusiTentakle_c::executeState_Attack() {} void dAcNusiTentakle_c::finalizeState_Attack() {} void dAcNusiTentakle_c::initializeState_AppearDemo() {} void dAcNusiTentakle_c::executeState_AppearDemo() {} void dAcNusiTentakle_c::finalizeState_AppearDemo() {} void dAcNusiTentakle_c::initializeState_HideAppearDemo() {} void dAcNusiTentakle_c::executeState_HideAppearDemo() {} void dAcNusiTentakle_c::finalizeState_HideAppearDemo() {} void dAcNusiTentakle_c::initializeState_ScarfDamage() {} void dAcNusiTentakle_c::executeState_ScarfDamage() {} void dAcNusiTentakle_c::finalizeState_ScarfDamage() {} void dAcNusiTentakle_c::initializeState_Anger() {} void dAcNusiTentakle_c::executeState_Anger() {} void dAcNusiTentakle_c::finalizeState_Anger() {} void dAcNusiTentakle_c::initializeState_Down() {} void dAcNusiTentakle_c::executeState_Down() {} void dAcNusiTentakle_c::finalizeState_Down() {} void dAcNusiTentakle_c::initializeState_DownDamage() {} void dAcNusiTentakle_c::executeState_DownDamage() {} void dAcNusiTentakle_c::finalizeState_DownDamage() {} void dAcNusiTentakle_c::initializeState_LastDamage() {} void dAcNusiTentakle_c::executeState_LastDamage() {} void dAcNusiTentakle_c::finalizeState_LastDamage() {} void dAcNusiTentakle_c::initializeState_Recover() {} void dAcNusiTentakle_c::executeState_Recover() {} void dAcNusiTentakle_c::finalizeState_Recover() {} void dAcNusiTentakle_c::initializeState_Death() {} void dAcNusiTentakle_c::executeState_Death() {} void dAcNusiTentakle_c::finalizeState_Death() {} void dAcNusiTentakle_c::initializeState_CloseEye() {} void dAcNusiTentakle_c::executeState_CloseEye() {} void dAcNusiTentakle_c::finalizeState_CloseEye() {}