#include "d/a/e/d_a_e_bc.h" SPECIAL_ACTOR_PROFILE(E_BC, dAcEbc_c, fProfile::E_BC, 0xD0, 0, 4099); STATE_DEFINE(dAcEbc_c, Standby); STATE_DEFINE(dAcEbc_c, Home); STATE_DEFINE(dAcEbc_c, Normal); STATE_DEFINE(dAcEbc_c, Lantern); STATE_DEFINE(dAcEbc_c, Yagura); STATE_DEFINE(dAcEbc_c, Path); STATE_DEFINE(dAcEbc_c, LanternPath); STATE_DEFINE(dAcEbc_c, RopeWalk); STATE_DEFINE(dAcEbc_c, FightStart); STATE_DEFINE(dAcEbc_c, FindCall); STATE_DEFINE(dAcEbc_c, Fight); STATE_DEFINE(dAcEbc_c, Attack); STATE_DEFINE(dAcEbc_c, BigAttack); STATE_DEFINE(dAcEbc_c, StepAttack); STATE_DEFINE(dAcEbc_c, RockAttack); STATE_DEFINE(dAcEbc_c, CarryDamage); STATE_DEFINE(dAcEbc_c, Damage); STATE_DEFINE(dAcEbc_c, AirDamage); STATE_DEFINE(dAcEbc_c, Fire); STATE_DEFINE(dAcEbc_c, Fail); STATE_DEFINE(dAcEbc_c, Fall); STATE_DEFINE(dAcEbc_c, BombAction); STATE_DEFINE(dAcEbc_c, StabGuard); STATE_DEFINE(dAcEbc_c, Stun); STATE_DEFINE(dAcEbc_c, BeeDamage); STATE_DEFINE(dAcEbc_c, WhipCapture); STATE_DEFINE(dAcEbc_c, WakidasiWait); STATE_DEFINE(dAcEbc_c, SlopeSlide); STATE_DEFINE(dAcEbc_c, Drop); STATE_DEFINE(dAcEbc_c, MastDrop); STATE_DEFINE(dAcEbc_c, AStandby); STATE_DEFINE(dAcEbc_c, AFindCall); STATE_DEFINE(dAcEbc_c, APath); STATE_DEFINE(dAcEbc_c, AAttack); STATE_DEFINE(dAcEbc_c, ADamage); void dAcEbc_c::initializeState_Standby() {} void dAcEbc_c::executeState_Standby() {} void dAcEbc_c::finalizeState_Standby() {} void dAcEbc_c::initializeState_Home() {} void dAcEbc_c::executeState_Home() {} void dAcEbc_c::finalizeState_Home() {} void dAcEbc_c::initializeState_Normal() {} void dAcEbc_c::executeState_Normal() {} void dAcEbc_c::finalizeState_Normal() {} void dAcEbc_c::initializeState_Lantern() {} void dAcEbc_c::executeState_Lantern() {} void dAcEbc_c::finalizeState_Lantern() {} void dAcEbc_c::initializeState_Yagura() {} void dAcEbc_c::executeState_Yagura() {} void dAcEbc_c::finalizeState_Yagura() {} void dAcEbc_c::initializeState_Path() {} void dAcEbc_c::executeState_Path() {} void dAcEbc_c::finalizeState_Path() {} void dAcEbc_c::initializeState_LanternPath() {} void dAcEbc_c::executeState_LanternPath() {} void dAcEbc_c::finalizeState_LanternPath() {} void dAcEbc_c::initializeState_RopeWalk() {} void dAcEbc_c::executeState_RopeWalk() {} void dAcEbc_c::finalizeState_RopeWalk() {} void dAcEbc_c::initializeState_FightStart() {} void dAcEbc_c::executeState_FightStart() {} void dAcEbc_c::finalizeState_FightStart() {} void dAcEbc_c::initializeState_FindCall() {} void dAcEbc_c::executeState_FindCall() {} void dAcEbc_c::finalizeState_FindCall() {} void dAcEbc_c::initializeState_Fight() {} void dAcEbc_c::executeState_Fight() {} void dAcEbc_c::finalizeState_Fight() {} void dAcEbc_c::initializeState_Attack() {} void dAcEbc_c::executeState_Attack() {} void dAcEbc_c::finalizeState_Attack() {} void dAcEbc_c::initializeState_BigAttack() {} void dAcEbc_c::executeState_BigAttack() {} void dAcEbc_c::finalizeState_BigAttack() {} void dAcEbc_c::initializeState_StepAttack() {} void dAcEbc_c::executeState_StepAttack() {} void dAcEbc_c::finalizeState_StepAttack() {} void dAcEbc_c::initializeState_RockAttack() {} void dAcEbc_c::executeState_RockAttack() {} void dAcEbc_c::finalizeState_RockAttack() {} void dAcEbc_c::initializeState_CarryDamage() {} void dAcEbc_c::executeState_CarryDamage() {} void dAcEbc_c::finalizeState_CarryDamage() {} void dAcEbc_c::initializeState_Damage() {} void dAcEbc_c::executeState_Damage() {} void dAcEbc_c::finalizeState_Damage() {} void dAcEbc_c::initializeState_AirDamage() {} void dAcEbc_c::executeState_AirDamage() {} void dAcEbc_c::finalizeState_AirDamage() {} void dAcEbc_c::initializeState_Fire() {} void dAcEbc_c::executeState_Fire() {} void dAcEbc_c::finalizeState_Fire() {} void dAcEbc_c::initializeState_Fail() {} void dAcEbc_c::executeState_Fail() {} void dAcEbc_c::finalizeState_Fail() {} void dAcEbc_c::initializeState_Fall() {} void dAcEbc_c::executeState_Fall() {} void dAcEbc_c::finalizeState_Fall() {} void dAcEbc_c::initializeState_BombAction() {} void dAcEbc_c::executeState_BombAction() {} void dAcEbc_c::finalizeState_BombAction() {} void dAcEbc_c::initializeState_StabGuard() {} void dAcEbc_c::executeState_StabGuard() {} void dAcEbc_c::finalizeState_StabGuard() {} void dAcEbc_c::initializeState_Stun() {} void dAcEbc_c::executeState_Stun() {} void dAcEbc_c::finalizeState_Stun() {} void dAcEbc_c::initializeState_BeeDamage() {} void dAcEbc_c::executeState_BeeDamage() {} void dAcEbc_c::finalizeState_BeeDamage() {} void dAcEbc_c::initializeState_WhipCapture() {} void dAcEbc_c::executeState_WhipCapture() {} void dAcEbc_c::finalizeState_WhipCapture() {} void dAcEbc_c::initializeState_WakidasiWait() {} void dAcEbc_c::executeState_WakidasiWait() {} void dAcEbc_c::finalizeState_WakidasiWait() {} void dAcEbc_c::initializeState_SlopeSlide() {} void dAcEbc_c::executeState_SlopeSlide() {} void dAcEbc_c::finalizeState_SlopeSlide() {} void dAcEbc_c::initializeState_Drop() {} void dAcEbc_c::executeState_Drop() {} void dAcEbc_c::finalizeState_Drop() {} void dAcEbc_c::initializeState_MastDrop() {} void dAcEbc_c::executeState_MastDrop() {} void dAcEbc_c::finalizeState_MastDrop() {} void dAcEbc_c::initializeState_AStandby() {} void dAcEbc_c::executeState_AStandby() {} void dAcEbc_c::finalizeState_AStandby() {} void dAcEbc_c::initializeState_AFindCall() {} void dAcEbc_c::executeState_AFindCall() {} void dAcEbc_c::finalizeState_AFindCall() {} void dAcEbc_c::initializeState_APath() {} void dAcEbc_c::executeState_APath() {} void dAcEbc_c::finalizeState_APath() {} void dAcEbc_c::initializeState_AAttack() {} void dAcEbc_c::executeState_AAttack() {} void dAcEbc_c::finalizeState_AAttack() {} void dAcEbc_c::initializeState_ADamage() {} void dAcEbc_c::executeState_ADamage() {} void dAcEbc_c::finalizeState_ADamage() {}