#include "d/a/e/d_a_e_syakomaito.h" SPECIAL_ACTOR_PROFILE(E_SYAKOMAITO, dAcESyakomaito_c, fProfile::E_SYAKOMAITO, 0xC0, 0, 4099); STATE_DEFINE(dAcESyakomaito_c, Wait); STATE_DEFINE(dAcESyakomaito_c, Kyoro); STATE_DEFINE(dAcESyakomaito_c, Find); STATE_DEFINE(dAcESyakomaito_c, FindSound); STATE_DEFINE(dAcESyakomaito_c, Move); STATE_DEFINE(dAcESyakomaito_c, Search); STATE_DEFINE(dAcESyakomaito_c, RetMove); STATE_DEFINE(dAcESyakomaito_c, KnockBack); STATE_DEFINE(dAcESyakomaito_c, GuardImpact); STATE_DEFINE(dAcESyakomaito_c, Damage); STATE_DEFINE(dAcESyakomaito_c, Stun); STATE_DEFINE(dAcESyakomaito_c, Dead); STATE_DEFINE(dAcESyakomaito_c, Debt); STATE_DEFINE(dAcESyakomaito_c, ReverseWait); STATE_DEFINE(dAcESyakomaito_c, Appear); STATE_DEFINE(dAcESyakomaito_c, Drive); STATE_DEFINE(dAcESyakomaito_c, Teni); void dAcESyakomaito_c::initializeState_Wait() {} void dAcESyakomaito_c::executeState_Wait() {} void dAcESyakomaito_c::finalizeState_Wait() {} void dAcESyakomaito_c::initializeState_Kyoro() {} void dAcESyakomaito_c::executeState_Kyoro() {} void dAcESyakomaito_c::finalizeState_Kyoro() {} void dAcESyakomaito_c::initializeState_Find() {} void dAcESyakomaito_c::executeState_Find() {} void dAcESyakomaito_c::finalizeState_Find() {} void dAcESyakomaito_c::initializeState_FindSound() {} void dAcESyakomaito_c::executeState_FindSound() {} void dAcESyakomaito_c::finalizeState_FindSound() {} void dAcESyakomaito_c::initializeState_Move() {} void dAcESyakomaito_c::executeState_Move() {} void dAcESyakomaito_c::finalizeState_Move() {} void dAcESyakomaito_c::initializeState_Search() {} void dAcESyakomaito_c::executeState_Search() {} void dAcESyakomaito_c::finalizeState_Search() {} void dAcESyakomaito_c::initializeState_RetMove() {} void dAcESyakomaito_c::executeState_RetMove() {} void dAcESyakomaito_c::finalizeState_RetMove() {} void dAcESyakomaito_c::initializeState_KnockBack() {} void dAcESyakomaito_c::executeState_KnockBack() {} void dAcESyakomaito_c::finalizeState_KnockBack() {} void dAcESyakomaito_c::initializeState_GuardImpact() {} void dAcESyakomaito_c::executeState_GuardImpact() {} void dAcESyakomaito_c::finalizeState_GuardImpact() {} void dAcESyakomaito_c::initializeState_Damage() {} void dAcESyakomaito_c::executeState_Damage() {} void dAcESyakomaito_c::finalizeState_Damage() {} void dAcESyakomaito_c::initializeState_Stun() {} void dAcESyakomaito_c::executeState_Stun() {} void dAcESyakomaito_c::finalizeState_Stun() {} void dAcESyakomaito_c::initializeState_Dead() {} void dAcESyakomaito_c::executeState_Dead() {} void dAcESyakomaito_c::finalizeState_Dead() {} void dAcESyakomaito_c::initializeState_Debt() {} void dAcESyakomaito_c::executeState_Debt() {} void dAcESyakomaito_c::finalizeState_Debt() {} void dAcESyakomaito_c::initializeState_ReverseWait() {} void dAcESyakomaito_c::executeState_ReverseWait() {} void dAcESyakomaito_c::finalizeState_ReverseWait() {} void dAcESyakomaito_c::initializeState_Appear() {} void dAcESyakomaito_c::executeState_Appear() {} void dAcESyakomaito_c::finalizeState_Appear() {} void dAcESyakomaito_c::initializeState_Drive() {} void dAcESyakomaito_c::executeState_Drive() {} void dAcESyakomaito_c::finalizeState_Drive() {} void dAcESyakomaito_c::initializeState_Teni() {} void dAcESyakomaito_c::executeState_Teni() {} void dAcESyakomaito_c::finalizeState_Teni() {}