#include "d/a/d_a_bird_rival.h" SPECIAL_ACTOR_PROFILE(BIRD_RIVAL, dBird_Rival_c, fProfile::BIRD_RIVAL, 0xAA, 0, 2); STATE_DEFINE(dBird_Rival_c, Wait); STATE_DEFINE(dBird_Rival_c, Chase); STATE_DEFINE(dBird_Rival_c, FrontAttack); STATE_DEFINE(dBird_Rival_c, BodyAttack); STATE_DEFINE(dBird_Rival_c, LevelUpDemo); STATE_DEFINE(dBird_Rival_c, CatchDemo); STATE_DEFINE(dBird_Rival_c, PathMove); void dBird_Rival_c::initializeState_Wait() {} void dBird_Rival_c::executeState_Wait() {} void dBird_Rival_c::finalizeState_Wait() {} void dBird_Rival_c::initializeState_Chase() {} void dBird_Rival_c::executeState_Chase() {} void dBird_Rival_c::finalizeState_Chase() {} void dBird_Rival_c::initializeState_FrontAttack() {} void dBird_Rival_c::executeState_FrontAttack() {} void dBird_Rival_c::finalizeState_FrontAttack() {} void dBird_Rival_c::initializeState_BodyAttack() {} void dBird_Rival_c::executeState_BodyAttack() {} void dBird_Rival_c::finalizeState_BodyAttack() {} void dBird_Rival_c::initializeState_LevelUpDemo() {} void dBird_Rival_c::executeState_LevelUpDemo() {} void dBird_Rival_c::finalizeState_LevelUpDemo() {} void dBird_Rival_c::initializeState_CatchDemo() {} void dBird_Rival_c::executeState_CatchDemo() {} void dBird_Rival_c::finalizeState_CatchDemo() {} void dBird_Rival_c::initializeState_PathMove() {} void dBird_Rival_c::executeState_PathMove() {} void dBird_Rival_c::finalizeState_PathMove() {}