#include "d/a/e/d_a_e_mr.h" SPECIAL_ACTOR_PROFILE(E_MR, dAcEmr_c, fProfile::E_MR, 0x11E, 0, 3); STATE_DEFINE(dAcEmr_c, Wait); STATE_DEFINE(dAcEmr_c, Walk); STATE_DEFINE(dAcEmr_c, Find); STATE_DEFINE(dAcEmr_c, BattleMove); STATE_DEFINE(dAcEmr_c, GuardSt); STATE_DEFINE(dAcEmr_c, GuardEnd); STATE_DEFINE(dAcEmr_c, Stick); STATE_DEFINE(dAcEmr_c, BattleNoShieldMove); STATE_DEFINE(dAcEmr_c, Swing); STATE_DEFINE(dAcEmr_c, Rush); STATE_DEFINE(dAcEmr_c, GuardJust); STATE_DEFINE(dAcEmr_c, Lost); STATE_DEFINE(dAcEmr_c, ShieldCut); STATE_DEFINE(dAcEmr_c, ShieldThrow); STATE_DEFINE(dAcEmr_c, ShieldOut); STATE_DEFINE(dAcEmr_c, Dead); STATE_DEFINE(dAcEmr_c, Piyori); STATE_DEFINE(dAcEmr_c, WhipPiyori); STATE_DEFINE(dAcEmr_c, BombReaction); STATE_DEFINE(dAcEmr_c, Yoroke); STATE_DEFINE(dAcEmr_c, EventWait); STATE_DEFINE(dAcEmr_c, Damage); STATE_DEFINE(dAcEmr_c, PathWait); STATE_DEFINE(dAcEmr_c, PathWalk); STATE_DEFINE(dAcEmr_c, Home); STATE_DEFINE(dAcEmr_c, PathHome); void dAcEmr_c::initializeState_Wait() {} void dAcEmr_c::executeState_Wait() {} void dAcEmr_c::finalizeState_Wait() {} void dAcEmr_c::initializeState_Walk() {} void dAcEmr_c::executeState_Walk() {} void dAcEmr_c::finalizeState_Walk() {} void dAcEmr_c::initializeState_Find() {} void dAcEmr_c::executeState_Find() {} void dAcEmr_c::finalizeState_Find() {} void dAcEmr_c::initializeState_BattleMove() {} void dAcEmr_c::executeState_BattleMove() {} void dAcEmr_c::finalizeState_BattleMove() {} void dAcEmr_c::initializeState_GuardSt() {} void dAcEmr_c::executeState_GuardSt() {} void dAcEmr_c::finalizeState_GuardSt() {} void dAcEmr_c::initializeState_GuardEnd() {} void dAcEmr_c::executeState_GuardEnd() {} void dAcEmr_c::finalizeState_GuardEnd() {} void dAcEmr_c::initializeState_Stick() {} void dAcEmr_c::executeState_Stick() {} void dAcEmr_c::finalizeState_Stick() {} void dAcEmr_c::initializeState_BattleNoShieldMove() {} void dAcEmr_c::executeState_BattleNoShieldMove() {} void dAcEmr_c::finalizeState_BattleNoShieldMove() {} void dAcEmr_c::initializeState_Swing() {} void dAcEmr_c::executeState_Swing() {} void dAcEmr_c::finalizeState_Swing() {} void dAcEmr_c::initializeState_Rush() {} void dAcEmr_c::executeState_Rush() {} void dAcEmr_c::finalizeState_Rush() {} void dAcEmr_c::initializeState_GuardJust() {} void dAcEmr_c::executeState_GuardJust() {} void dAcEmr_c::finalizeState_GuardJust() {} void dAcEmr_c::initializeState_Lost() {} void dAcEmr_c::executeState_Lost() {} void dAcEmr_c::finalizeState_Lost() {} void dAcEmr_c::initializeState_ShieldCut() {} void dAcEmr_c::executeState_ShieldCut() {} void dAcEmr_c::finalizeState_ShieldCut() {} void dAcEmr_c::initializeState_ShieldThrow() {} void dAcEmr_c::executeState_ShieldThrow() {} void dAcEmr_c::finalizeState_ShieldThrow() {} void dAcEmr_c::initializeState_ShieldOut() {} void dAcEmr_c::executeState_ShieldOut() {} void dAcEmr_c::finalizeState_ShieldOut() {} void dAcEmr_c::initializeState_Dead() {} void dAcEmr_c::executeState_Dead() {} void dAcEmr_c::finalizeState_Dead() {} void dAcEmr_c::initializeState_Piyori() {} void dAcEmr_c::executeState_Piyori() {} void dAcEmr_c::finalizeState_Piyori() {} void dAcEmr_c::initializeState_WhipPiyori() {} void dAcEmr_c::executeState_WhipPiyori() {} void dAcEmr_c::finalizeState_WhipPiyori() {} void dAcEmr_c::initializeState_BombReaction() {} void dAcEmr_c::executeState_BombReaction() {} void dAcEmr_c::finalizeState_BombReaction() {} void dAcEmr_c::initializeState_Yoroke() {} void dAcEmr_c::executeState_Yoroke() {} void dAcEmr_c::finalizeState_Yoroke() {} void dAcEmr_c::initializeState_EventWait() {} void dAcEmr_c::executeState_EventWait() {} void dAcEmr_c::finalizeState_EventWait() {} void dAcEmr_c::initializeState_Damage() {} void dAcEmr_c::executeState_Damage() {} void dAcEmr_c::finalizeState_Damage() {} void dAcEmr_c::initializeState_PathWait() {} void dAcEmr_c::executeState_PathWait() {} void dAcEmr_c::finalizeState_PathWait() {} void dAcEmr_c::initializeState_PathWalk() {} void dAcEmr_c::executeState_PathWalk() {} void dAcEmr_c::finalizeState_PathWalk() {} void dAcEmr_c::initializeState_Home() {} void dAcEmr_c::executeState_Home() {} void dAcEmr_c::finalizeState_Home() {} void dAcEmr_c::initializeState_PathHome() {} void dAcEmr_c::executeState_PathHome() {} void dAcEmr_c::finalizeState_PathHome() {}