#include "d/a/d_a_bird_kobunB.h" SPECIAL_ACTOR_PROFILE(BIRD_KOBUNB, dBird_KobunB_c, fProfile::BIRD_KOBUNB, 0xAC, 0, 2); STATE_DEFINE(dBird_KobunB_c, Wait); STATE_DEFINE(dBird_KobunB_c, Chase); STATE_DEFINE(dBird_KobunB_c, FrontAttack); STATE_DEFINE(dBird_KobunB_c, PathMove); STATE_DEFINE(dBird_KobunB_c, BodyAttack); STATE_DEFINE(dBird_KobunB_c, LevelUpDemo); void dBird_KobunB_c::initializeState_Wait() {} void dBird_KobunB_c::executeState_Wait() {} void dBird_KobunB_c::finalizeState_Wait() {} void dBird_KobunB_c::initializeState_Chase() {} void dBird_KobunB_c::executeState_Chase() {} void dBird_KobunB_c::finalizeState_Chase() {} void dBird_KobunB_c::initializeState_FrontAttack() {} void dBird_KobunB_c::executeState_FrontAttack() {} void dBird_KobunB_c::finalizeState_FrontAttack() {} void dBird_KobunB_c::initializeState_PathMove() {} void dBird_KobunB_c::executeState_PathMove() {} void dBird_KobunB_c::finalizeState_PathMove() {} void dBird_KobunB_c::initializeState_BodyAttack() {} void dBird_KobunB_c::executeState_BodyAttack() {} void dBird_KobunB_c::finalizeState_BodyAttack() {} void dBird_KobunB_c::initializeState_LevelUpDemo() {} void dBird_KobunB_c::executeState_LevelUpDemo() {} void dBird_KobunB_c::finalizeState_LevelUpDemo() {}