#include "d/a/e/d_a_e_bcz.h" SPECIAL_ACTOR_PROFILE(E_BCZ, dAcEBcZ_c, fProfile::E_BCZ, 0xD6, 0, 3); STATE_DEFINE(dAcEBcZ_c, Arise); STATE_DEFINE(dAcEBcZ_c, Wait); STATE_DEFINE(dAcEBcZ_c, Walk); STATE_DEFINE(dAcEBcZ_c, Find); STATE_DEFINE(dAcEBcZ_c, Chase); STATE_DEFINE(dAcEBcZ_c, HoldAttack); STATE_DEFINE(dAcEBcZ_c, HoldStart); STATE_DEFINE(dAcEBcZ_c, HoldWait); STATE_DEFINE(dAcEBcZ_c, HoldScream); STATE_DEFINE(dAcEBcZ_c, WhipTurn); STATE_DEFINE(dAcEBcZ_c, WhipStagger); STATE_DEFINE(dAcEBcZ_c, WindBlow); STATE_DEFINE(dAcEBcZ_c, KeepAwayFromShield); STATE_DEFINE(dAcEBcZ_c, Damage); STATE_DEFINE(dAcEBcZ_c, Down); STATE_DEFINE(dAcEBcZ_c, AriseFromTag); STATE_DEFINE(dAcEBcZ_c, RopeSearch); STATE_DEFINE(dAcEBcZ_c, RopeSearchWalk); STATE_DEFINE(dAcEBcZ_c, RopeSearchWait); STATE_DEFINE(dAcEBcZ_c, RopeWait); STATE_DEFINE(dAcEBcZ_c, RopeMove); STATE_DEFINE(dAcEBcZ_c, RopeHoldStart); STATE_DEFINE(dAcEBcZ_c, RopeHoldWait); STATE_DEFINE(dAcEBcZ_c, RopeHoldScream); STATE_DEFINE(dAcEBcZ_c, PoisonSwamp); void dAcEBcZ_c::initializeState_Arise() {} void dAcEBcZ_c::executeState_Arise() {} void dAcEBcZ_c::finalizeState_Arise() {} void dAcEBcZ_c::initializeState_Wait() {} void dAcEBcZ_c::executeState_Wait() {} void dAcEBcZ_c::finalizeState_Wait() {} void dAcEBcZ_c::initializeState_Walk() {} void dAcEBcZ_c::executeState_Walk() {} void dAcEBcZ_c::finalizeState_Walk() {} void dAcEBcZ_c::initializeState_Find() {} void dAcEBcZ_c::executeState_Find() {} void dAcEBcZ_c::finalizeState_Find() {} void dAcEBcZ_c::initializeState_Chase() {} void dAcEBcZ_c::executeState_Chase() {} void dAcEBcZ_c::finalizeState_Chase() {} void dAcEBcZ_c::initializeState_HoldAttack() {} void dAcEBcZ_c::executeState_HoldAttack() {} void dAcEBcZ_c::finalizeState_HoldAttack() {} void dAcEBcZ_c::initializeState_HoldStart() {} void dAcEBcZ_c::executeState_HoldStart() {} void dAcEBcZ_c::finalizeState_HoldStart() {} void dAcEBcZ_c::initializeState_HoldWait() {} void dAcEBcZ_c::executeState_HoldWait() {} void dAcEBcZ_c::finalizeState_HoldWait() {} void dAcEBcZ_c::initializeState_HoldScream() {} void dAcEBcZ_c::executeState_HoldScream() {} void dAcEBcZ_c::finalizeState_HoldScream() {} void dAcEBcZ_c::initializeState_WhipTurn() {} void dAcEBcZ_c::executeState_WhipTurn() {} void dAcEBcZ_c::finalizeState_WhipTurn() {} void dAcEBcZ_c::initializeState_WhipStagger() {} void dAcEBcZ_c::executeState_WhipStagger() {} void dAcEBcZ_c::finalizeState_WhipStagger() {} void dAcEBcZ_c::initializeState_WindBlow() {} void dAcEBcZ_c::executeState_WindBlow() {} void dAcEBcZ_c::finalizeState_WindBlow() {} void dAcEBcZ_c::initializeState_KeepAwayFromShield() {} void dAcEBcZ_c::executeState_KeepAwayFromShield() {} void dAcEBcZ_c::finalizeState_KeepAwayFromShield() {} void dAcEBcZ_c::initializeState_Damage() {} void dAcEBcZ_c::executeState_Damage() {} void dAcEBcZ_c::finalizeState_Damage() {} void dAcEBcZ_c::initializeState_Down() {} void dAcEBcZ_c::executeState_Down() {} void dAcEBcZ_c::finalizeState_Down() {} void dAcEBcZ_c::initializeState_AriseFromTag() {} void dAcEBcZ_c::executeState_AriseFromTag() {} void dAcEBcZ_c::finalizeState_AriseFromTag() {} void dAcEBcZ_c::initializeState_RopeSearch() {} void dAcEBcZ_c::executeState_RopeSearch() {} void dAcEBcZ_c::finalizeState_RopeSearch() {} void dAcEBcZ_c::initializeState_RopeSearchWalk() {} void dAcEBcZ_c::executeState_RopeSearchWalk() {} void dAcEBcZ_c::finalizeState_RopeSearchWalk() {} void dAcEBcZ_c::initializeState_RopeSearchWait() {} void dAcEBcZ_c::executeState_RopeSearchWait() {} void dAcEBcZ_c::finalizeState_RopeSearchWait() {} void dAcEBcZ_c::initializeState_RopeWait() {} void dAcEBcZ_c::executeState_RopeWait() {} void dAcEBcZ_c::finalizeState_RopeWait() {} void dAcEBcZ_c::initializeState_RopeMove() {} void dAcEBcZ_c::executeState_RopeMove() {} void dAcEBcZ_c::finalizeState_RopeMove() {} void dAcEBcZ_c::initializeState_RopeHoldStart() {} void dAcEBcZ_c::executeState_RopeHoldStart() {} void dAcEBcZ_c::finalizeState_RopeHoldStart() {} void dAcEBcZ_c::initializeState_RopeHoldWait() {} void dAcEBcZ_c::executeState_RopeHoldWait() {} void dAcEBcZ_c::finalizeState_RopeHoldWait() {} void dAcEBcZ_c::initializeState_RopeHoldScream() {} void dAcEBcZ_c::executeState_RopeHoldScream() {} void dAcEBcZ_c::finalizeState_RopeHoldScream() {} void dAcEBcZ_c::initializeState_PoisonSwamp() {} void dAcEBcZ_c::executeState_PoisonSwamp() {} void dAcEBcZ_c::finalizeState_PoisonSwamp() {}