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#ifndef D_A_E_KG_H
#define D_A_E_KG_H
#include "d/a/e/d_a_en_base.h"
#include "s/s_State.hpp"
class dAcEkg_c : public dAcEnBase_c {
public:
dAcEkg_c() : mStateMgr(*this) {}
virtual ~dAcEkg_c() {}
STATE_FUNC_DECLARE(dAcEkg_c, Wait);
STATE_FUNC_DECLARE(dAcEkg_c, Walk);
STATE_FUNC_DECLARE(dAcEkg_c, Find);
STATE_FUNC_DECLARE(dAcEkg_c, Chase);
STATE_FUNC_DECLARE(dAcEkg_c, Step);
STATE_FUNC_DECLARE(dAcEkg_c, Damage);
STATE_FUNC_DECLARE(dAcEkg_c, PlayerLost);
STATE_FUNC_DECLARE(dAcEkg_c, Return);
STATE_FUNC_DECLARE(dAcEkg_c, WindBlow);
STATE_FUNC_DECLARE(dAcEkg_c, Reverse);
STATE_FUNC_DECLARE(dAcEkg_c, BlowReturn);
STATE_FUNC_DECLARE(dAcEkg_c, JumpReady);
STATE_FUNC_DECLARE(dAcEkg_c, Jump);
STATE_FUNC_DECLARE(dAcEkg_c, JumpAttack_Hold);
STATE_FUNC_DECLARE(dAcEkg_c, Release);
STATE_FUNC_DECLARE(dAcEkg_c, Landing);
STATE_FUNC_DECLARE(dAcEkg_c, WallWait);
STATE_FUNC_DECLARE(dAcEkg_c, WallWalk);
STATE_FUNC_DECLARE(dAcEkg_c, WallFind);
STATE_FUNC_DECLARE(dAcEkg_c, WallStep);
STATE_FUNC_DECLARE(dAcEkg_c, WallJumpReady);
STATE_FUNC_DECLARE(dAcEkg_c, WallJump);
STATE_FUNC_DECLARE(dAcEkg_c, WindBlowAtWall);
STATE_FUNC_DECLARE(dAcEkg_c, HitAtWall);
STATE_FUNC_DECLARE(dAcEkg_c, DamageAtWall);
STATE_FUNC_DECLARE(dAcEkg_c, RoofWait);
STATE_FUNC_DECLARE(dAcEkg_c, RoofWalk);
STATE_FUNC_DECLARE(dAcEkg_c, RoofFall);
STATE_FUNC_DECLARE(dAcEkg_c, HangOn);
STATE_FUNC_DECLARE(dAcEkg_c, UnderWait);
STATE_FUNC_DECLARE(dAcEkg_c, UnderWalk);
STATE_FUNC_DECLARE(dAcEkg_c, UnderStep);
STATE_FUNC_DECLARE(dAcEkg_c, UnderJump);
STATE_FUNC_DECLARE(dAcEkg_c, SoundReaction);
STATE_FUNC_DECLARE(dAcEkg_c, SoundReactionAtWallRoof);
private:
/* 0x??? */ STATE_MGR_DECLARE(dAcEkg_c);
};
#endif
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