#include "d/a/obj/d_a_obj_girahimu_sword_link.h" SPECIAL_ACTOR_PROFILE(OBJ_GH_SW_L, dAcObjGirahimuSwordLink_c, fProfile::OBJ_GH_SW_L, 0x114, 0, 2); STATE_DEFINE(dAcObjGirahimuSwordLink_c, Hide); STATE_DEFINE(dAcObjGirahimuSwordLink_c, Equip); STATE_DEFINE(dAcObjGirahimuSwordLink_c, GetSword); STATE_DEFINE(dAcObjGirahimuSwordLink_c, Throw); STATE_DEFINE(dAcObjGirahimuSwordLink_c, AtThrow); STATE_DEFINE(dAcObjGirahimuSwordLink_c, Stick); STATE_DEFINE(dAcObjGirahimuSwordLink_c, Reflect); void dAcObjGirahimuSwordLink_c::initializeState_Hide() {} void dAcObjGirahimuSwordLink_c::executeState_Hide() {} void dAcObjGirahimuSwordLink_c::finalizeState_Hide() {} void dAcObjGirahimuSwordLink_c::initializeState_Equip() {} void dAcObjGirahimuSwordLink_c::executeState_Equip() {} void dAcObjGirahimuSwordLink_c::finalizeState_Equip() {} void dAcObjGirahimuSwordLink_c::initializeState_GetSword() {} void dAcObjGirahimuSwordLink_c::executeState_GetSword() {} void dAcObjGirahimuSwordLink_c::finalizeState_GetSword() {} void dAcObjGirahimuSwordLink_c::initializeState_Throw() {} void dAcObjGirahimuSwordLink_c::executeState_Throw() {} void dAcObjGirahimuSwordLink_c::finalizeState_Throw() {} void dAcObjGirahimuSwordLink_c::initializeState_AtThrow() {} void dAcObjGirahimuSwordLink_c::executeState_AtThrow() {} void dAcObjGirahimuSwordLink_c::finalizeState_AtThrow() {} void dAcObjGirahimuSwordLink_c::initializeState_Stick() {} void dAcObjGirahimuSwordLink_c::executeState_Stick() {} void dAcObjGirahimuSwordLink_c::finalizeState_Stick() {} void dAcObjGirahimuSwordLink_c::initializeState_Reflect() {} void dAcObjGirahimuSwordLink_c::executeState_Reflect() {} void dAcObjGirahimuSwordLink_c::finalizeState_Reflect() {}