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#ifndef D_A_B_BIGBOSS2_H
#define D_A_B_BIGBOSS2_H

#include "d/a/e/d_a_en_base.h"
#include "s/s_State.hpp"

class dAcBBigBoss2_c : public dAcEnBase_c {
public:
    dAcBBigBoss2_c() : mStateMgr(*this) {}
    virtual ~dAcBBigBoss2_c() {}

    STATE_FUNC_DECLARE(dAcBBigBoss2_c, AppearWait);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, AppearDemo);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Wait);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Walk);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Reach);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Turn);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, ImpaAdvice);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, ShakeHead);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, HeadDamage);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, HeadDamageThrow);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, HeadPain);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunPain);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, HeadRecover);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, DropByHand);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Attack);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, FootBroken);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, BombHit);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, FootRecover);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, ArmBroken);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, ArmAttack);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, ArmRecover);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Stun);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunWait);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunRecover);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunDamage);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunBombDamage);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Mount);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Fall);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, MountDamage);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, FrontFall);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Rush);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Rise);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Tied);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunFrontFall);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, BadAdvice);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, CancelMount);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, MountArmBroken);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, LevelUp);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, RushDamage);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, GuardBallista);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, Evacuation);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, StoneWait);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, SwordGameWait);
    STATE_FUNC_DECLARE(dAcBBigBoss2_c, SwordGameEnd);

private:
    /* 0x??? */ STATE_MGR_DECLARE(dAcBBigBoss2_c);
};

#endif