#include "d/a/e/d_a_e_bs.h" SPECIAL_ACTOR_PROFILE(E_BS, dAcEbs_c, fProfile::E_BS, 0xC7, 0, 2); STATE_DEFINE(dAcEbs_c, Standby); STATE_DEFINE(dAcEbs_c, StandbyB); STATE_DEFINE(dAcEbs_c, Fight); STATE_DEFINE(dAcEbs_c, FightB); STATE_DEFINE(dAcEbs_c, Attack); STATE_DEFINE(dAcEbs_c, Damage); STATE_DEFINE(dAcEbs_c, Fire); STATE_DEFINE(dAcEbs_c, Disappear); void dAcEbs_c::initializeState_Standby() {} void dAcEbs_c::executeState_Standby() {} void dAcEbs_c::finalizeState_Standby() {} void dAcEbs_c::initializeState_StandbyB() {} void dAcEbs_c::executeState_StandbyB() {} void dAcEbs_c::finalizeState_StandbyB() {} void dAcEbs_c::initializeState_Fight() {} void dAcEbs_c::executeState_Fight() {} void dAcEbs_c::finalizeState_Fight() {} void dAcEbs_c::initializeState_FightB() {} void dAcEbs_c::executeState_FightB() {} void dAcEbs_c::finalizeState_FightB() {} void dAcEbs_c::initializeState_Attack() {} void dAcEbs_c::executeState_Attack() {} void dAcEbs_c::finalizeState_Attack() {} void dAcEbs_c::initializeState_Damage() {} void dAcEbs_c::executeState_Damage() {} void dAcEbs_c::finalizeState_Damage() {} void dAcEbs_c::initializeState_Fire() {} void dAcEbs_c::executeState_Fire() {} void dAcEbs_c::finalizeState_Fire() {} void dAcEbs_c::initializeState_Disappear() {} void dAcEbs_c::executeState_Disappear() {} void dAcEbs_c::finalizeState_Disappear() {}