#include "d/a/obj/d_a_obj_musasabi.h" SPECIAL_ACTOR_PROFILE(OBJ_MUSASABI, dAcOmusasabi_c, fProfile::OBJ_MUSASABI, 0x1C3, 0, 6); STATE_DEFINE(dAcOmusasabi_c, Wait); STATE_DEFINE(dAcOmusasabi_c, Approach); STATE_DEFINE(dAcOmusasabi_c, Near); STATE_DEFINE(dAcOmusasabi_c, Far); STATE_DEFINE(dAcOmusasabi_c, Formation); STATE_DEFINE(dAcOmusasabi_c, Away); STATE_DEFINE(dAcOmusasabi_c, Disappear); STATE_DEFINE(dAcOmusasabi_c, FormNotPlayer); void dAcOmusasabi_c::initializeState_Wait() {} void dAcOmusasabi_c::executeState_Wait() {} void dAcOmusasabi_c::finalizeState_Wait() {} void dAcOmusasabi_c::initializeState_Approach() {} void dAcOmusasabi_c::executeState_Approach() {} void dAcOmusasabi_c::finalizeState_Approach() {} void dAcOmusasabi_c::initializeState_Near() {} void dAcOmusasabi_c::executeState_Near() {} void dAcOmusasabi_c::finalizeState_Near() {} void dAcOmusasabi_c::initializeState_Far() {} void dAcOmusasabi_c::executeState_Far() {} void dAcOmusasabi_c::finalizeState_Far() {} void dAcOmusasabi_c::initializeState_Formation() {} void dAcOmusasabi_c::executeState_Formation() {} void dAcOmusasabi_c::finalizeState_Formation() {} void dAcOmusasabi_c::initializeState_Away() {} void dAcOmusasabi_c::executeState_Away() {} void dAcOmusasabi_c::finalizeState_Away() {} void dAcOmusasabi_c::initializeState_Disappear() {} void dAcOmusasabi_c::executeState_Disappear() {} void dAcOmusasabi_c::finalizeState_Disappear() {} void dAcOmusasabi_c::initializeState_FormNotPlayer() {} void dAcOmusasabi_c::executeState_FormNotPlayer() {} void dAcOmusasabi_c::finalizeState_FormNotPlayer() {}