#include "d/a/e/d_a_e_gue.h" SPECIAL_ACTOR_PROFILE(E_GUE, dAcEgue_c, fProfile::E_GUE, 0x104, 0, 3); STATE_DEFINE(dAcEgue_c, Attack); STATE_DEFINE(dAcEgue_c, Blow); STATE_DEFINE(dAcEgue_c, Damage); STATE_DEFINE(dAcEgue_c, FlyHome); STATE_DEFINE(dAcEgue_c, FlyPlayer); STATE_DEFINE(dAcEgue_c, Return); STATE_DEFINE(dAcEgue_c, Stay); STATE_DEFINE(dAcEgue_c, Stun); void dAcEgue_c::initializeState_Attack() {} void dAcEgue_c::executeState_Attack() {} void dAcEgue_c::finalizeState_Attack() {} void dAcEgue_c::initializeState_Blow() {} void dAcEgue_c::executeState_Blow() {} void dAcEgue_c::finalizeState_Blow() {} void dAcEgue_c::initializeState_Damage() {} void dAcEgue_c::executeState_Damage() {} void dAcEgue_c::finalizeState_Damage() {} void dAcEgue_c::initializeState_FlyHome() {} void dAcEgue_c::executeState_FlyHome() {} void dAcEgue_c::finalizeState_FlyHome() {} void dAcEgue_c::initializeState_FlyPlayer() {} void dAcEgue_c::executeState_FlyPlayer() {} void dAcEgue_c::finalizeState_FlyPlayer() {} void dAcEgue_c::initializeState_Return() {} void dAcEgue_c::executeState_Return() {} void dAcEgue_c::finalizeState_Return() {} void dAcEgue_c::initializeState_Stay() {} void dAcEgue_c::executeState_Stay() {} void dAcEgue_c::finalizeState_Stay() {} void dAcEgue_c::initializeState_Stun() {} void dAcEgue_c::executeState_Stun() {} void dAcEgue_c::finalizeState_Stun() {}