#include "d/a/obj/d_a_obj_asura_sword.h" SPECIAL_ACTOR_PROFILE(ASURA_SWORD, dAcAsuraSword_c, fProfile::ASURA_SWORD, 0x11B, 0, 0); STATE_DEFINE(dAcAsuraSword_c, Carried); STATE_DEFINE(dAcAsuraSword_c, Stop); STATE_DEFINE(dAcAsuraSword_c, Wait); void dAcAsuraSword_c::initializeState_Carried() {} void dAcAsuraSword_c::executeState_Carried() {} void dAcAsuraSword_c::finalizeState_Carried() {} void dAcAsuraSword_c::initializeState_Stop() {} void dAcAsuraSword_c::executeState_Stop() {} void dAcAsuraSword_c::finalizeState_Stop() {} void dAcAsuraSword_c::initializeState_Wait() {} void dAcAsuraSword_c::executeState_Wait() {} void dAcAsuraSword_c::finalizeState_Wait() {}