#include "d/a/obj/d_a_obj_sw_sword_beam.h" SPECIAL_ACTOR_PROFILE(OBJ_SW_SWORD_BEAM, dAcOSwSwordBeam_c, fProfile::OBJ_SW_SWORD_BEAM, 0x1A2, 0, 3); STATE_DEFINE(dAcOSwSwordBeam_c, Wait); STATE_DEFINE(dAcOSwSwordBeam_c, Rotate); STATE_DEFINE(dAcOSwSwordBeam_c, RotateEnd); STATE_DEFINE(dAcOSwSwordBeam_c, OnSwitch); STATE_DEFINE(dAcOSwSwordBeam_c, End); void dAcOSwSwordBeam_c::initializeState_Wait() {} void dAcOSwSwordBeam_c::executeState_Wait() {} void dAcOSwSwordBeam_c::finalizeState_Wait() {} void dAcOSwSwordBeam_c::initializeState_Rotate() {} void dAcOSwSwordBeam_c::executeState_Rotate() {} void dAcOSwSwordBeam_c::finalizeState_Rotate() {} void dAcOSwSwordBeam_c::initializeState_RotateEnd() {} void dAcOSwSwordBeam_c::executeState_RotateEnd() {} void dAcOSwSwordBeam_c::finalizeState_RotateEnd() {} void dAcOSwSwordBeam_c::initializeState_OnSwitch() {} void dAcOSwSwordBeam_c::executeState_OnSwitch() {} void dAcOSwSwordBeam_c::finalizeState_OnSwitch() {} void dAcOSwSwordBeam_c::initializeState_End() {} void dAcOSwSwordBeam_c::executeState_End() {} void dAcOSwSwordBeam_c::finalizeState_End() {}