#include "d/a/e/d_a_e_sf.h" SPECIAL_ACTOR_PROFILE(E_SF, dAcEsf_c, fProfile::E_SF, 0xC8, 0, 2); STATE_DEFINE(dAcEsf_c, Standby); STATE_DEFINE(dAcEsf_c, Home); STATE_DEFINE(dAcEsf_c, Fight); STATE_DEFINE(dAcEsf_c, Attack); STATE_DEFINE(dAcEsf_c, AttackB); STATE_DEFINE(dAcEsf_c, Attack2); STATE_DEFINE(dAcEsf_c, Guard); STATE_DEFINE(dAcEsf_c, Guard2); STATE_DEFINE(dAcEsf_c, GuardJust); STATE_DEFINE(dAcEsf_c, Damage); STATE_DEFINE(dAcEsf_c, Fail); void dAcEsf_c::initializeState_Standby() {} void dAcEsf_c::executeState_Standby() {} void dAcEsf_c::finalizeState_Standby() {} void dAcEsf_c::initializeState_Home() {} void dAcEsf_c::executeState_Home() {} void dAcEsf_c::finalizeState_Home() {} void dAcEsf_c::initializeState_Fight() {} void dAcEsf_c::executeState_Fight() {} void dAcEsf_c::finalizeState_Fight() {} void dAcEsf_c::initializeState_Attack() {} void dAcEsf_c::executeState_Attack() {} void dAcEsf_c::finalizeState_Attack() {} void dAcEsf_c::initializeState_AttackB() {} void dAcEsf_c::executeState_AttackB() {} void dAcEsf_c::finalizeState_AttackB() {} void dAcEsf_c::initializeState_Attack2() {} void dAcEsf_c::executeState_Attack2() {} void dAcEsf_c::finalizeState_Attack2() {} void dAcEsf_c::initializeState_Guard() {} void dAcEsf_c::executeState_Guard() {} void dAcEsf_c::finalizeState_Guard() {} void dAcEsf_c::initializeState_Guard2() {} void dAcEsf_c::executeState_Guard2() {} void dAcEsf_c::finalizeState_Guard2() {} void dAcEsf_c::initializeState_GuardJust() {} void dAcEsf_c::executeState_GuardJust() {} void dAcEsf_c::finalizeState_GuardJust() {} void dAcEsf_c::initializeState_Damage() {} void dAcEsf_c::executeState_Damage() {} void dAcEsf_c::finalizeState_Damage() {} void dAcEsf_c::initializeState_Fail() {} void dAcEsf_c::executeState_Fail() {} void dAcEsf_c::finalizeState_Fail() {}