#include "d/a/e/d_a_e_st.h" SPECIAL_ACTOR_PROFILE(E_ST, dAcEst_c, fProfile::E_ST, 0xCA, 0, 2); STATE_DEFINE(dAcEst_c, Home); STATE_DEFINE(dAcEst_c, HomeLine); STATE_DEFINE(dAcEst_c, HangHide); STATE_DEFINE(dAcEst_c, HangWait); STATE_DEFINE(dAcEst_c, HangAttack); STATE_DEFINE(dAcEst_c, HangStun); STATE_DEFINE(dAcEst_c, Drop); STATE_DEFINE(dAcEst_c, NormalWalk); STATE_DEFINE(dAcEst_c, NormalWait); STATE_DEFINE(dAcEst_c, Fight); STATE_DEFINE(dAcEst_c, JumpAttack); STATE_DEFINE(dAcEst_c, WireAttack); STATE_DEFINE(dAcEst_c, Hug); STATE_DEFINE(dAcEst_c, HugWalk); STATE_DEFINE(dAcEst_c, CancelHug); STATE_DEFINE(dAcEst_c, Stun); STATE_DEFINE(dAcEst_c, StandEnd); STATE_DEFINE(dAcEst_c, StandStun); STATE_DEFINE(dAcEst_c, StandHit); STATE_DEFINE(dAcEst_c, Defense); STATE_DEFINE(dAcEst_c, Dead); STATE_DEFINE(dAcEst_c, WaterDead); STATE_DEFINE(dAcEst_c, StandDead); STATE_DEFINE(dAcEst_c, Reverse); STATE_DEFINE(dAcEst_c, SpiderWait); STATE_DEFINE(dAcEst_c, SpiderMove); STATE_DEFINE(dAcEst_c, SpiderAttack); STATE_DEFINE(dAcEst_c, SpiderHome); STATE_DEFINE(dAcEst_c, SpiderFang); STATE_DEFINE(dAcEst_c, WindGuard); void dAcEst_c::initializeState_Home() {} void dAcEst_c::executeState_Home() {} void dAcEst_c::finalizeState_Home() {} void dAcEst_c::initializeState_HomeLine() {} void dAcEst_c::executeState_HomeLine() {} void dAcEst_c::finalizeState_HomeLine() {} void dAcEst_c::initializeState_HangHide() {} void dAcEst_c::executeState_HangHide() {} void dAcEst_c::finalizeState_HangHide() {} void dAcEst_c::initializeState_HangWait() {} void dAcEst_c::executeState_HangWait() {} void dAcEst_c::finalizeState_HangWait() {} void dAcEst_c::initializeState_HangAttack() {} void dAcEst_c::executeState_HangAttack() {} void dAcEst_c::finalizeState_HangAttack() {} void dAcEst_c::initializeState_HangStun() {} void dAcEst_c::executeState_HangStun() {} void dAcEst_c::finalizeState_HangStun() {} void dAcEst_c::initializeState_Drop() {} void dAcEst_c::executeState_Drop() {} void dAcEst_c::finalizeState_Drop() {} void dAcEst_c::initializeState_NormalWalk() {} void dAcEst_c::executeState_NormalWalk() {} void dAcEst_c::finalizeState_NormalWalk() {} void dAcEst_c::initializeState_NormalWait() {} void dAcEst_c::executeState_NormalWait() {} void dAcEst_c::finalizeState_NormalWait() {} void dAcEst_c::initializeState_Fight() {} void dAcEst_c::executeState_Fight() {} void dAcEst_c::finalizeState_Fight() {} void dAcEst_c::initializeState_JumpAttack() {} void dAcEst_c::executeState_JumpAttack() {} void dAcEst_c::finalizeState_JumpAttack() {} void dAcEst_c::initializeState_WireAttack() {} void dAcEst_c::executeState_WireAttack() {} void dAcEst_c::finalizeState_WireAttack() {} void dAcEst_c::initializeState_Hug() {} void dAcEst_c::executeState_Hug() {} void dAcEst_c::finalizeState_Hug() {} void dAcEst_c::initializeState_HugWalk() {} void dAcEst_c::executeState_HugWalk() {} void dAcEst_c::finalizeState_HugWalk() {} void dAcEst_c::initializeState_CancelHug() {} void dAcEst_c::executeState_CancelHug() {} void dAcEst_c::finalizeState_CancelHug() {} void dAcEst_c::initializeState_Stun() {} void dAcEst_c::executeState_Stun() {} void dAcEst_c::finalizeState_Stun() {} void dAcEst_c::initializeState_StandEnd() {} void dAcEst_c::executeState_StandEnd() {} void dAcEst_c::finalizeState_StandEnd() {} void dAcEst_c::initializeState_StandStun() {} void dAcEst_c::executeState_StandStun() {} void dAcEst_c::finalizeState_StandStun() {} void dAcEst_c::initializeState_StandHit() {} void dAcEst_c::executeState_StandHit() {} void dAcEst_c::finalizeState_StandHit() {} void dAcEst_c::initializeState_Defense() {} void dAcEst_c::executeState_Defense() {} void dAcEst_c::finalizeState_Defense() {} void dAcEst_c::initializeState_Dead() {} void dAcEst_c::executeState_Dead() {} void dAcEst_c::finalizeState_Dead() {} void dAcEst_c::initializeState_WaterDead() {} void dAcEst_c::executeState_WaterDead() {} void dAcEst_c::finalizeState_WaterDead() {} void dAcEst_c::initializeState_StandDead() {} void dAcEst_c::executeState_StandDead() {} void dAcEst_c::finalizeState_StandDead() {} void dAcEst_c::initializeState_Reverse() {} void dAcEst_c::executeState_Reverse() {} void dAcEst_c::finalizeState_Reverse() {} void dAcEst_c::initializeState_SpiderWait() {} void dAcEst_c::executeState_SpiderWait() {} void dAcEst_c::finalizeState_SpiderWait() {} void dAcEst_c::initializeState_SpiderMove() {} void dAcEst_c::executeState_SpiderMove() {} void dAcEst_c::finalizeState_SpiderMove() {} void dAcEst_c::initializeState_SpiderAttack() {} void dAcEst_c::executeState_SpiderAttack() {} void dAcEst_c::finalizeState_SpiderAttack() {} void dAcEst_c::initializeState_SpiderHome() {} void dAcEst_c::executeState_SpiderHome() {} void dAcEst_c::finalizeState_SpiderHome() {} void dAcEst_c::initializeState_SpiderFang() {} void dAcEst_c::executeState_SpiderFang() {} void dAcEst_c::finalizeState_SpiderFang() {} void dAcEst_c::initializeState_WindGuard() {} void dAcEst_c::executeState_WindGuard() {} void dAcEst_c::finalizeState_WindGuard() {}