#include "d/a/e/d_a_e_gumarm.h" SPECIAL_ACTOR_PROFILE(E_GUMARM, dAcGumarm_c, fProfile::E_GUMARM, 0x11F, 0, 3); STATE_DEFINE(dAcGumarm_c, Hide); STATE_DEFINE(dAcGumarm_c, HideWait); STATE_DEFINE(dAcGumarm_c, HideWalk); STATE_DEFINE(dAcGumarm_c, HideMove); STATE_DEFINE(dAcGumarm_c, Wait); STATE_DEFINE(dAcGumarm_c, Walk); STATE_DEFINE(dAcGumarm_c, Appear); STATE_DEFINE(dAcGumarm_c, KeepRock); STATE_DEFINE(dAcGumarm_c, AttackMove); STATE_DEFINE(dAcGumarm_c, Attack); STATE_DEFINE(dAcGumarm_c, Lost); STATE_DEFINE(dAcGumarm_c, Find); STATE_DEFINE(dAcGumarm_c, FreezeStart); STATE_DEFINE(dAcGumarm_c, Freeze); STATE_DEFINE(dAcGumarm_c, FreezeEnd); STATE_DEFINE(dAcGumarm_c, Sink); STATE_DEFINE(dAcGumarm_c, KeepSink); STATE_DEFINE(dAcGumarm_c, Dead); void dAcGumarm_c::initializeState_Hide() {} void dAcGumarm_c::executeState_Hide() {} void dAcGumarm_c::finalizeState_Hide() {} void dAcGumarm_c::initializeState_HideWait() {} void dAcGumarm_c::executeState_HideWait() {} void dAcGumarm_c::finalizeState_HideWait() {} void dAcGumarm_c::initializeState_HideWalk() {} void dAcGumarm_c::executeState_HideWalk() {} void dAcGumarm_c::finalizeState_HideWalk() {} void dAcGumarm_c::initializeState_HideMove() {} void dAcGumarm_c::executeState_HideMove() {} void dAcGumarm_c::finalizeState_HideMove() {} void dAcGumarm_c::initializeState_Wait() {} void dAcGumarm_c::executeState_Wait() {} void dAcGumarm_c::finalizeState_Wait() {} void dAcGumarm_c::initializeState_Walk() {} void dAcGumarm_c::executeState_Walk() {} void dAcGumarm_c::finalizeState_Walk() {} void dAcGumarm_c::initializeState_Appear() {} void dAcGumarm_c::executeState_Appear() {} void dAcGumarm_c::finalizeState_Appear() {} void dAcGumarm_c::initializeState_KeepRock() {} void dAcGumarm_c::executeState_KeepRock() {} void dAcGumarm_c::finalizeState_KeepRock() {} void dAcGumarm_c::initializeState_AttackMove() {} void dAcGumarm_c::executeState_AttackMove() {} void dAcGumarm_c::finalizeState_AttackMove() {} void dAcGumarm_c::initializeState_Attack() {} void dAcGumarm_c::executeState_Attack() {} void dAcGumarm_c::finalizeState_Attack() {} void dAcGumarm_c::initializeState_Lost() {} void dAcGumarm_c::executeState_Lost() {} void dAcGumarm_c::finalizeState_Lost() {} void dAcGumarm_c::initializeState_Find() {} void dAcGumarm_c::executeState_Find() {} void dAcGumarm_c::finalizeState_Find() {} void dAcGumarm_c::initializeState_FreezeStart() {} void dAcGumarm_c::executeState_FreezeStart() {} void dAcGumarm_c::finalizeState_FreezeStart() {} void dAcGumarm_c::initializeState_Freeze() {} void dAcGumarm_c::executeState_Freeze() {} void dAcGumarm_c::finalizeState_Freeze() {} void dAcGumarm_c::initializeState_FreezeEnd() {} void dAcGumarm_c::executeState_FreezeEnd() {} void dAcGumarm_c::finalizeState_FreezeEnd() {} void dAcGumarm_c::initializeState_Sink() {} void dAcGumarm_c::executeState_Sink() {} void dAcGumarm_c::finalizeState_Sink() {} void dAcGumarm_c::initializeState_KeepSink() {} void dAcGumarm_c::executeState_KeepSink() {} void dAcGumarm_c::finalizeState_KeepSink() {} void dAcGumarm_c::initializeState_Dead() {} void dAcGumarm_c::executeState_Dead() {} void dAcGumarm_c::finalizeState_Dead() {}