#include "d/a/e/d_a_e_sf4.h" SPECIAL_ACTOR_PROFILE(E_SF4, dAcEsf4_c, fProfile::E_SF4, 0xC9, 0, 2); STATE_DEFINE(dAcEsf4_c, Standby); STATE_DEFINE(dAcEsf4_c, Fight); STATE_DEFINE(dAcEsf4_c, Attack); STATE_DEFINE(dAcEsf4_c, Guard); STATE_DEFINE(dAcEsf4_c, Guard2); STATE_DEFINE(dAcEsf4_c, GuardJust); STATE_DEFINE(dAcEsf4_c, Counter); STATE_DEFINE(dAcEsf4_c, Change4Sword); STATE_DEFINE(dAcEsf4_c, Damage); STATE_DEFINE(dAcEsf4_c, End); void dAcEsf4_c::initializeState_Standby() {} void dAcEsf4_c::executeState_Standby() {} void dAcEsf4_c::finalizeState_Standby() {} void dAcEsf4_c::initializeState_Fight() {} void dAcEsf4_c::executeState_Fight() {} void dAcEsf4_c::finalizeState_Fight() {} void dAcEsf4_c::initializeState_Attack() {} void dAcEsf4_c::executeState_Attack() {} void dAcEsf4_c::finalizeState_Attack() {} void dAcEsf4_c::initializeState_Guard() {} void dAcEsf4_c::executeState_Guard() {} void dAcEsf4_c::finalizeState_Guard() {} void dAcEsf4_c::initializeState_Guard2() {} void dAcEsf4_c::executeState_Guard2() {} void dAcEsf4_c::finalizeState_Guard2() {} void dAcEsf4_c::initializeState_GuardJust() {} void dAcEsf4_c::executeState_GuardJust() {} void dAcEsf4_c::finalizeState_GuardJust() {} void dAcEsf4_c::initializeState_Counter() {} void dAcEsf4_c::executeState_Counter() {} void dAcEsf4_c::finalizeState_Counter() {} void dAcEsf4_c::initializeState_Change4Sword() {} void dAcEsf4_c::executeState_Change4Sword() {} void dAcEsf4_c::finalizeState_Change4Sword() {} void dAcEsf4_c::initializeState_Damage() {} void dAcEsf4_c::executeState_Damage() {} void dAcEsf4_c::finalizeState_Damage() {} void dAcEsf4_c::initializeState_End() {} void dAcEsf4_c::executeState_End() {} void dAcEsf4_c::finalizeState_End() {}