#include "d/a/e/d_a_e_hb.h" SPECIAL_ACTOR_PROFILE(E_HB, dAcEhb_c, fProfile::E_HB, 0xFF, 0, 4096); STATE_DEFINE(dAcEhb_c, Under); STATE_DEFINE(dAcEhb_c, Appear); STATE_DEFINE(dAcEhb_c, Wait); STATE_DEFINE(dAcEhb_c, Attack); STATE_DEFINE(dAcEhb_c, Damage); STATE_DEFINE(dAcEhb_c, Blow); STATE_DEFINE(dAcEhb_c, Stun); STATE_DEFINE(dAcEhb_c, DeadMouth); STATE_DEFINE(dAcEhb_c, Avoid); void dAcEhb_c::initializeState_Under() {} void dAcEhb_c::executeState_Under() {} void dAcEhb_c::finalizeState_Under() {} void dAcEhb_c::initializeState_Appear() {} void dAcEhb_c::executeState_Appear() {} void dAcEhb_c::finalizeState_Appear() {} void dAcEhb_c::initializeState_Wait() {} void dAcEhb_c::executeState_Wait() {} void dAcEhb_c::finalizeState_Wait() {} void dAcEhb_c::initializeState_Attack() {} void dAcEhb_c::executeState_Attack() {} void dAcEhb_c::finalizeState_Attack() {} void dAcEhb_c::initializeState_Damage() {} void dAcEhb_c::executeState_Damage() {} void dAcEhb_c::finalizeState_Damage() {} void dAcEhb_c::initializeState_Blow() {} void dAcEhb_c::executeState_Blow() {} void dAcEhb_c::finalizeState_Blow() {} void dAcEhb_c::initializeState_Stun() {} void dAcEhb_c::executeState_Stun() {} void dAcEhb_c::finalizeState_Stun() {} void dAcEhb_c::initializeState_DeadMouth() {} void dAcEhb_c::executeState_DeadMouth() {} void dAcEhb_c::finalizeState_DeadMouth() {} void dAcEhb_c::initializeState_Avoid() {} void dAcEhb_c::executeState_Avoid() {} void dAcEhb_c::finalizeState_Avoid() {}