#include "d/a/obj/d_a_obj_oct_grass_leaf.h" SPECIAL_ACTOR_PROFILE(OBJ_OCT_GRASS_LEAF, dAcOOctGrassLeaf_c, fProfile::OBJ_OCT_GRASS_LEAF, 0x237, 0, 3); STATE_DEFINE(dAcOOctGrassLeaf_c, Wait); STATE_DEFINE(dAcOOctGrassLeaf_c, Shake); STATE_DEFINE(dAcOOctGrassLeaf_c, Touch); STATE_DEFINE(dAcOOctGrassLeaf_c, Grab); STATE_DEFINE(dAcOOctGrassLeaf_c, Broken); void dAcOOctGrassLeaf_c::initializeState_Wait() {} void dAcOOctGrassLeaf_c::executeState_Wait() {} void dAcOOctGrassLeaf_c::finalizeState_Wait() {} void dAcOOctGrassLeaf_c::initializeState_Shake() {} void dAcOOctGrassLeaf_c::executeState_Shake() {} void dAcOOctGrassLeaf_c::finalizeState_Shake() {} void dAcOOctGrassLeaf_c::initializeState_Touch() {} void dAcOOctGrassLeaf_c::executeState_Touch() {} void dAcOOctGrassLeaf_c::finalizeState_Touch() {} void dAcOOctGrassLeaf_c::initializeState_Grab() {} void dAcOOctGrassLeaf_c::executeState_Grab() {} void dAcOOctGrassLeaf_c::finalizeState_Grab() {} void dAcOOctGrassLeaf_c::initializeState_Broken() {} void dAcOOctGrassLeaf_c::executeState_Broken() {} void dAcOOctGrassLeaf_c::finalizeState_Broken() {}