#include "d/a/e/d_a_e_spark.h" SPECIAL_ACTOR_PROFILE(E_SPARK, dAcEspark_c, fProfile::E_SPARK, 0xF9, 0, 0); STATE_DEFINE(dAcEspark_c, Wait); STATE_DEFINE(dAcEspark_c, EyeWait); STATE_DEFINE(dAcEspark_c, Move); STATE_DEFINE(dAcEspark_c, Damage); STATE_DEFINE(dAcEspark_c, Dead); STATE_DEFINE(dAcEspark_c, Stun); void dAcEspark_c::initializeState_Wait() {} void dAcEspark_c::executeState_Wait() {} void dAcEspark_c::finalizeState_Wait() {} void dAcEspark_c::initializeState_EyeWait() {} void dAcEspark_c::executeState_EyeWait() {} void dAcEspark_c::finalizeState_EyeWait() {} void dAcEspark_c::initializeState_Move() {} void dAcEspark_c::executeState_Move() {} void dAcEspark_c::finalizeState_Move() {} void dAcEspark_c::initializeState_Damage() {} void dAcEspark_c::executeState_Damage() {} void dAcEspark_c::finalizeState_Damage() {} void dAcEspark_c::initializeState_Dead() {} void dAcEspark_c::executeState_Dead() {} void dAcEspark_c::finalizeState_Dead() {} void dAcEspark_c::initializeState_Stun() {} void dAcEspark_c::executeState_Stun() {} void dAcEspark_c::finalizeState_Stun() {}