#include "d/a/obj/d_a_obj_ground_cover.h" SPECIAL_ACTOR_PROFILE(OBJ_GROUND_COVER, dAcOgroundCover_c, fProfile::OBJ_GROUND_COVER, 0x1FD, 0, 6); STATE_DEFINE(dAcOgroundCover_c, Wait); STATE_DEFINE(dAcOgroundCover_c, Wait2); STATE_DEFINE(dAcOgroundCover_c, AppearWait); STATE_DEFINE(dAcOgroundCover_c, AppearOpen); STATE_DEFINE(dAcOgroundCover_c, AppearClose); STATE_DEFINE(dAcOgroundCover_c, Fight); STATE_DEFINE(dAcOgroundCover_c, Sealed); dAcOgroundCover_c::dAcOgroundCover_c() : mStateMgr(*this) {} dAcOgroundCover_c::~dAcOgroundCover_c() {} void dAcOgroundCover_c::initializeState_Wait() {} void dAcOgroundCover_c::executeState_Wait() {} void dAcOgroundCover_c::finalizeState_Wait() {} void dAcOgroundCover_c::initializeState_Wait2() {} void dAcOgroundCover_c::executeState_Wait2() {} void dAcOgroundCover_c::finalizeState_Wait2() {} void dAcOgroundCover_c::initializeState_AppearWait() {} void dAcOgroundCover_c::executeState_AppearWait() {} void dAcOgroundCover_c::finalizeState_AppearWait() {} void dAcOgroundCover_c::initializeState_AppearOpen() {} void dAcOgroundCover_c::executeState_AppearOpen() {} void dAcOgroundCover_c::finalizeState_AppearOpen() {} void dAcOgroundCover_c::initializeState_AppearClose() {} void dAcOgroundCover_c::executeState_AppearClose() {} void dAcOgroundCover_c::finalizeState_AppearClose() {} void dAcOgroundCover_c::initializeState_Fight() {} void dAcOgroundCover_c::executeState_Fight() {} void dAcOgroundCover_c::finalizeState_Fight() {} void dAcOgroundCover_c::initializeState_Sealed() {} void dAcOgroundCover_c::executeState_Sealed() {} void dAcOgroundCover_c::finalizeState_Sealed() {}