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#ifndef D_A_B_BIGBOSS_H
#define D_A_B_BIGBOSS_H
#include "d/a/e/d_a_en_base.h"
#include "s/s_State.hpp"
class dAcBBigBoss_c : public dAcEnBase_c {
public:
dAcBBigBoss_c() : mStateMgr(*this) {}
virtual ~dAcBBigBoss_c() {}
STATE_FUNC_DECLARE(dAcBBigBoss_c, AppearWait);
STATE_FUNC_DECLARE(dAcBBigBoss_c, AppearDemo);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Wait);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Walk);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Reach);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Turn);
STATE_FUNC_DECLARE(dAcBBigBoss_c, ImpaAdvice);
STATE_FUNC_DECLARE(dAcBBigBoss_c, ShakeHead);
STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadDamage);
STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadDamageThrow);
STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadPain);
STATE_FUNC_DECLARE(dAcBBigBoss_c, StunPain);
STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadRecover);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Attack);
STATE_FUNC_DECLARE(dAcBBigBoss_c, FrontFall);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Rush);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Rise);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Tied);
STATE_FUNC_DECLARE(dAcBBigBoss_c, LevelUp);
STATE_FUNC_DECLARE(dAcBBigBoss_c, FootBroken);
STATE_FUNC_DECLARE(dAcBBigBoss_c, FootRecover);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Stun);
STATE_FUNC_DECLARE(dAcBBigBoss_c, StunWait);
STATE_FUNC_DECLARE(dAcBBigBoss_c, StunRecover);
STATE_FUNC_DECLARE(dAcBBigBoss_c, StunDamage);
STATE_FUNC_DECLARE(dAcBBigBoss_c, StunFrontFall);
STATE_FUNC_DECLARE(dAcBBigBoss_c, Evacuation);
STATE_FUNC_DECLARE(dAcBBigBoss_c, StoneWait);
STATE_FUNC_DECLARE(dAcBBigBoss_c, SwordGameWait);
STATE_FUNC_DECLARE(dAcBBigBoss_c, SwordGameEnd);
private:
/* 0x??? */ STATE_MGR_DECLARE(dAcBBigBoss_c);
};
#endif
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