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#ifndef D_A_E_MR_H
#define D_A_E_MR_H
#include "d/a/e/d_a_en_base.h"
#include "s/s_State.hpp"
class dAcEmr_c : public dAcEnBase_c {
public:
dAcEmr_c() : mStateMgr(*this) {}
virtual ~dAcEmr_c() {}
STATE_FUNC_DECLARE(dAcEmr_c, Wait);
STATE_FUNC_DECLARE(dAcEmr_c, Walk);
STATE_FUNC_DECLARE(dAcEmr_c, Find);
STATE_FUNC_DECLARE(dAcEmr_c, BattleMove);
STATE_FUNC_DECLARE(dAcEmr_c, GuardSt);
STATE_FUNC_DECLARE(dAcEmr_c, GuardEnd);
STATE_FUNC_DECLARE(dAcEmr_c, Stick);
STATE_FUNC_DECLARE(dAcEmr_c, BattleNoShieldMove);
STATE_FUNC_DECLARE(dAcEmr_c, Swing);
STATE_FUNC_DECLARE(dAcEmr_c, Rush);
STATE_FUNC_DECLARE(dAcEmr_c, GuardJust);
STATE_FUNC_DECLARE(dAcEmr_c, Lost);
STATE_FUNC_DECLARE(dAcEmr_c, ShieldCut);
STATE_FUNC_DECLARE(dAcEmr_c, ShieldThrow);
STATE_FUNC_DECLARE(dAcEmr_c, ShieldOut);
STATE_FUNC_DECLARE(dAcEmr_c, Dead);
STATE_FUNC_DECLARE(dAcEmr_c, Piyori);
STATE_FUNC_DECLARE(dAcEmr_c, WhipPiyori);
STATE_FUNC_DECLARE(dAcEmr_c, BombReaction);
STATE_FUNC_DECLARE(dAcEmr_c, Yoroke);
STATE_FUNC_DECLARE(dAcEmr_c, EventWait);
STATE_FUNC_DECLARE(dAcEmr_c, Damage);
STATE_FUNC_DECLARE(dAcEmr_c, PathWait);
STATE_FUNC_DECLARE(dAcEmr_c, PathWalk);
STATE_FUNC_DECLARE(dAcEmr_c, Home);
STATE_FUNC_DECLARE(dAcEmr_c, PathHome);
private:
/* 0x??? */ STATE_MGR_DECLARE(dAcEmr_c);
};
#endif
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