#include "d/a/e/d_a_e_kg.h" SPECIAL_ACTOR_PROFILE(E_KG, dAcEkg_c, fProfile::E_KG, 0x122, 0, 4099); STATE_DEFINE(dAcEkg_c, Wait); STATE_DEFINE(dAcEkg_c, Walk); STATE_DEFINE(dAcEkg_c, Find); STATE_DEFINE(dAcEkg_c, Chase); STATE_DEFINE(dAcEkg_c, Step); STATE_DEFINE(dAcEkg_c, Damage); STATE_DEFINE(dAcEkg_c, PlayerLost); STATE_DEFINE(dAcEkg_c, Return); STATE_DEFINE(dAcEkg_c, WindBlow); STATE_DEFINE(dAcEkg_c, Reverse); STATE_DEFINE(dAcEkg_c, BlowReturn); STATE_DEFINE(dAcEkg_c, JumpReady); STATE_DEFINE(dAcEkg_c, Jump); STATE_DEFINE(dAcEkg_c, JumpAttack_Hold); STATE_DEFINE(dAcEkg_c, Release); STATE_DEFINE(dAcEkg_c, Landing); STATE_DEFINE(dAcEkg_c, WallWait); STATE_DEFINE(dAcEkg_c, WallWalk); STATE_DEFINE(dAcEkg_c, WallFind); STATE_DEFINE(dAcEkg_c, WallStep); STATE_DEFINE(dAcEkg_c, WallJumpReady); STATE_DEFINE(dAcEkg_c, WallJump); STATE_DEFINE(dAcEkg_c, WindBlowAtWall); STATE_DEFINE(dAcEkg_c, HitAtWall); STATE_DEFINE(dAcEkg_c, DamageAtWall); STATE_DEFINE(dAcEkg_c, RoofWait); STATE_DEFINE(dAcEkg_c, RoofWalk); STATE_DEFINE(dAcEkg_c, RoofFall); STATE_DEFINE(dAcEkg_c, HangOn); STATE_DEFINE(dAcEkg_c, UnderWait); STATE_DEFINE(dAcEkg_c, UnderWalk); STATE_DEFINE(dAcEkg_c, UnderStep); STATE_DEFINE(dAcEkg_c, UnderJump); STATE_DEFINE(dAcEkg_c, SoundReaction); STATE_DEFINE(dAcEkg_c, SoundReactionAtWallRoof); void dAcEkg_c::initializeState_Wait() {} void dAcEkg_c::executeState_Wait() {} void dAcEkg_c::finalizeState_Wait() {} void dAcEkg_c::initializeState_Walk() {} void dAcEkg_c::executeState_Walk() {} void dAcEkg_c::finalizeState_Walk() {} void dAcEkg_c::initializeState_Find() {} void dAcEkg_c::executeState_Find() {} void dAcEkg_c::finalizeState_Find() {} void dAcEkg_c::initializeState_Chase() {} void dAcEkg_c::executeState_Chase() {} void dAcEkg_c::finalizeState_Chase() {} void dAcEkg_c::initializeState_Step() {} void dAcEkg_c::executeState_Step() {} void dAcEkg_c::finalizeState_Step() {} void dAcEkg_c::initializeState_Damage() {} void dAcEkg_c::executeState_Damage() {} void dAcEkg_c::finalizeState_Damage() {} void dAcEkg_c::initializeState_PlayerLost() {} void dAcEkg_c::executeState_PlayerLost() {} void dAcEkg_c::finalizeState_PlayerLost() {} void dAcEkg_c::initializeState_Return() {} void dAcEkg_c::executeState_Return() {} void dAcEkg_c::finalizeState_Return() {} void dAcEkg_c::initializeState_WindBlow() {} void dAcEkg_c::executeState_WindBlow() {} void dAcEkg_c::finalizeState_WindBlow() {} void dAcEkg_c::initializeState_Reverse() {} void dAcEkg_c::executeState_Reverse() {} void dAcEkg_c::finalizeState_Reverse() {} void dAcEkg_c::initializeState_BlowReturn() {} void dAcEkg_c::executeState_BlowReturn() {} void dAcEkg_c::finalizeState_BlowReturn() {} void dAcEkg_c::initializeState_JumpReady() {} void dAcEkg_c::executeState_JumpReady() {} void dAcEkg_c::finalizeState_JumpReady() {} void dAcEkg_c::initializeState_Jump() {} void dAcEkg_c::executeState_Jump() {} void dAcEkg_c::finalizeState_Jump() {} void dAcEkg_c::initializeState_JumpAttack_Hold() {} void dAcEkg_c::executeState_JumpAttack_Hold() {} void dAcEkg_c::finalizeState_JumpAttack_Hold() {} void dAcEkg_c::initializeState_Release() {} void dAcEkg_c::executeState_Release() {} void dAcEkg_c::finalizeState_Release() {} void dAcEkg_c::initializeState_Landing() {} void dAcEkg_c::executeState_Landing() {} void dAcEkg_c::finalizeState_Landing() {} void dAcEkg_c::initializeState_WallWait() {} void dAcEkg_c::executeState_WallWait() {} void dAcEkg_c::finalizeState_WallWait() {} void dAcEkg_c::initializeState_WallWalk() {} void dAcEkg_c::executeState_WallWalk() {} void dAcEkg_c::finalizeState_WallWalk() {} void dAcEkg_c::initializeState_WallFind() {} void dAcEkg_c::executeState_WallFind() {} void dAcEkg_c::finalizeState_WallFind() {} void dAcEkg_c::initializeState_WallStep() {} void dAcEkg_c::executeState_WallStep() {} void dAcEkg_c::finalizeState_WallStep() {} void dAcEkg_c::initializeState_WallJumpReady() {} void dAcEkg_c::executeState_WallJumpReady() {} void dAcEkg_c::finalizeState_WallJumpReady() {} void dAcEkg_c::initializeState_WallJump() {} void dAcEkg_c::executeState_WallJump() {} void dAcEkg_c::finalizeState_WallJump() {} void dAcEkg_c::initializeState_WindBlowAtWall() {} void dAcEkg_c::executeState_WindBlowAtWall() {} void dAcEkg_c::finalizeState_WindBlowAtWall() {} void dAcEkg_c::initializeState_HitAtWall() {} void dAcEkg_c::executeState_HitAtWall() {} void dAcEkg_c::finalizeState_HitAtWall() {} void dAcEkg_c::initializeState_DamageAtWall() {} void dAcEkg_c::executeState_DamageAtWall() {} void dAcEkg_c::finalizeState_DamageAtWall() {} void dAcEkg_c::initializeState_RoofWait() {} void dAcEkg_c::executeState_RoofWait() {} void dAcEkg_c::finalizeState_RoofWait() {} void dAcEkg_c::initializeState_RoofWalk() {} void dAcEkg_c::executeState_RoofWalk() {} void dAcEkg_c::finalizeState_RoofWalk() {} void dAcEkg_c::initializeState_RoofFall() {} void dAcEkg_c::executeState_RoofFall() {} void dAcEkg_c::finalizeState_RoofFall() {} void dAcEkg_c::initializeState_HangOn() {} void dAcEkg_c::executeState_HangOn() {} void dAcEkg_c::finalizeState_HangOn() {} void dAcEkg_c::initializeState_UnderWait() {} void dAcEkg_c::executeState_UnderWait() {} void dAcEkg_c::finalizeState_UnderWait() {} void dAcEkg_c::initializeState_UnderWalk() {} void dAcEkg_c::executeState_UnderWalk() {} void dAcEkg_c::finalizeState_UnderWalk() {} void dAcEkg_c::initializeState_UnderStep() {} void dAcEkg_c::executeState_UnderStep() {} void dAcEkg_c::finalizeState_UnderStep() {} void dAcEkg_c::initializeState_UnderJump() {} void dAcEkg_c::executeState_UnderJump() {} void dAcEkg_c::finalizeState_UnderJump() {} void dAcEkg_c::initializeState_SoundReaction() {} void dAcEkg_c::executeState_SoundReaction() {} void dAcEkg_c::finalizeState_SoundReaction() {} void dAcEkg_c::initializeState_SoundReactionAtWallRoof() {} void dAcEkg_c::executeState_SoundReactionAtWallRoof() {} void dAcEkg_c::finalizeState_SoundReactionAtWallRoof() {}