#include "d/a/b/d_a_b_vd.h" SPECIAL_ACTOR_PROFILE(B_VD, dAcBvd_c, fProfile::B_VD, 0xBC, 0, 32); STATE_DEFINE(dAcBvd_c, Opening); STATE_DEFINE(dAcBvd_c, Wait); STATE_DEFINE(dAcBvd_c, WaitPlayer); STATE_DEFINE(dAcBvd_c, Run); STATE_DEFINE(dAcBvd_c, FireAttack); STATE_DEFINE(dAcBvd_c, Eat); STATE_DEFINE(dAcBvd_c, Damage); STATE_DEFINE(dAcBvd_c, BombDamage); STATE_DEFINE(dAcBvd_c, BodyReverse); STATE_DEFINE(dAcBvd_c, InitMove); STATE_DEFINE(dAcBvd_c, Dead); void dAcBvd_c::initializeState_Opening() {} void dAcBvd_c::executeState_Opening() {} void dAcBvd_c::finalizeState_Opening() {} void dAcBvd_c::initializeState_Wait() {} void dAcBvd_c::executeState_Wait() {} void dAcBvd_c::finalizeState_Wait() {} void dAcBvd_c::initializeState_WaitPlayer() {} void dAcBvd_c::executeState_WaitPlayer() {} void dAcBvd_c::finalizeState_WaitPlayer() {} void dAcBvd_c::initializeState_Run() {} void dAcBvd_c::executeState_Run() {} void dAcBvd_c::finalizeState_Run() {} void dAcBvd_c::initializeState_FireAttack() {} void dAcBvd_c::executeState_FireAttack() {} void dAcBvd_c::finalizeState_FireAttack() {} void dAcBvd_c::initializeState_Eat() {} void dAcBvd_c::executeState_Eat() {} void dAcBvd_c::finalizeState_Eat() {} void dAcBvd_c::initializeState_Damage() {} void dAcBvd_c::executeState_Damage() {} void dAcBvd_c::finalizeState_Damage() {} void dAcBvd_c::initializeState_BombDamage() {} void dAcBvd_c::executeState_BombDamage() {} void dAcBvd_c::finalizeState_BombDamage() {} void dAcBvd_c::initializeState_BodyReverse() {} void dAcBvd_c::executeState_BodyReverse() {} void dAcBvd_c::finalizeState_BodyReverse() {} void dAcBvd_c::initializeState_InitMove() {} void dAcBvd_c::executeState_InitMove() {} void dAcBvd_c::finalizeState_InitMove() {} void dAcBvd_c::initializeState_Dead() {} void dAcBvd_c::executeState_Dead() {} void dAcBvd_c::finalizeState_Dead() {}