#include "d/a/npc/d_a_npc_dive_game_judge.h" SPECIAL_ACTOR_PROFILE(NPC_DIVE_GAME_JUDGE, dAcNpcDiveGameJudge_c, fProfile::NPC_DIVE_GAME_JUDGE, 0x8D, 0, 3); STATE_DEFINE(dAcNpcDiveGameJudge_c, Sad); STATE_DEFINE(dAcNpcDiveGameJudge_c, PreWatch); STATE_DEFINE(dAcNpcDiveGameJudge_c, Watch); STATE_DEFINE(dAcNpcDiveGameJudge_c, Escape); STATE_DEFINE(dAcNpcDiveGameJudge_c, EscapeEnd); void dAcNpcDiveGameJudge_c::initializeState_Sad() {} void dAcNpcDiveGameJudge_c::executeState_Sad() {} void dAcNpcDiveGameJudge_c::finalizeState_Sad() {} void dAcNpcDiveGameJudge_c::initializeState_PreWatch() {} void dAcNpcDiveGameJudge_c::executeState_PreWatch() {} void dAcNpcDiveGameJudge_c::finalizeState_PreWatch() {} void dAcNpcDiveGameJudge_c::initializeState_Watch() {} void dAcNpcDiveGameJudge_c::executeState_Watch() {} void dAcNpcDiveGameJudge_c::finalizeState_Watch() {} void dAcNpcDiveGameJudge_c::initializeState_Escape() {} void dAcNpcDiveGameJudge_c::executeState_Escape() {} void dAcNpcDiveGameJudge_c::finalizeState_Escape() {} void dAcNpcDiveGameJudge_c::initializeState_EscapeEnd() {} void dAcNpcDiveGameJudge_c::executeState_EscapeEnd() {} void dAcNpcDiveGameJudge_c::finalizeState_EscapeEnd() {}