#include "d/a/npc/d_a_npc_senpai_b.h" SPECIAL_ACTOR_PROFILE(NPC_SENPAI_B, dAcNpcSenpaiB_c, fProfile::NPC_SENPAI_B, 0x91, 0, 3); STATE_DEFINE(dAcNpcSenpaiB_c, Think); STATE_DEFINE(dAcNpcSenpaiB_c, ThinkWait); STATE_DEFINE(dAcNpcSenpaiB_c, ThinkTurn); STATE_DEFINE(dAcNpcSenpaiB_c, ThinkRandom); void dAcNpcSenpaiB_c::initializeState_Think() {} void dAcNpcSenpaiB_c::executeState_Think() {} void dAcNpcSenpaiB_c::finalizeState_Think() {} void dAcNpcSenpaiB_c::initializeState_ThinkWait() {} void dAcNpcSenpaiB_c::executeState_ThinkWait() {} void dAcNpcSenpaiB_c::finalizeState_ThinkWait() {} void dAcNpcSenpaiB_c::initializeState_ThinkTurn() {} void dAcNpcSenpaiB_c::executeState_ThinkTurn() {} void dAcNpcSenpaiB_c::finalizeState_ThinkTurn() {} void dAcNpcSenpaiB_c::initializeState_ThinkRandom() {} void dAcNpcSenpaiB_c::executeState_ThinkRandom() {} void dAcNpcSenpaiB_c::finalizeState_ThinkRandom() {}