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path: root/src/REL/d/a/b/d_a_b_asura.cpp
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#include "d/a/b/d_a_b_asura.h"

SPECIAL_ACTOR_PROFILE(B_ASURA, dAcBAsura_c, fProfile::B_ASURA, 0x117, 0, 0);

STATE_DEFINE(dAcBAsura_c, Attack);
STATE_DEFINE(dAcBAsura_c, AttackHigh);
STATE_DEFINE(dAcBAsura_c, AttackB);
STATE_DEFINE(dAcBAsura_c, BreakLegB);
STATE_DEFINE(dAcBAsura_c, BreakWaitB);
STATE_DEFINE(dAcBAsura_c, ChargeB);
STATE_DEFINE(dAcBAsura_c, CutAllB);
STATE_DEFINE(dAcBAsura_c, Damage);
STATE_DEFINE(dAcBAsura_c, DamageB);
STATE_DEFINE(dAcBAsura_c, Dead);
STATE_DEFINE(dAcBAsura_c, DeadB);
STATE_DEFINE(dAcBAsura_c, Disconnect);
STATE_DEFINE(dAcBAsura_c, DisconnectB);
STATE_DEFINE(dAcBAsura_c, Fire);
STATE_DEFINE(dAcBAsura_c, Recover);
STATE_DEFINE(dAcBAsura_c, RecoverB);
STATE_DEFINE(dAcBAsura_c, StunB);
STATE_DEFINE(dAcBAsura_c, SummonB);
STATE_DEFINE(dAcBAsura_c, SwordGame);
STATE_DEFINE(dAcBAsura_c, Wait);
STATE_DEFINE(dAcBAsura_c, WaitB);
STATE_DEFINE(dAcBAsura_c, Start);
STATE_DEFINE(dAcBAsura_c, StartB);
STATE_DEFINE(dAcBAsura_c, Test);
STATE_DEFINE(dAcBAsura_c, TestB);

void dAcBAsura_c::initializeState_Attack() {}
void dAcBAsura_c::executeState_Attack() {}
void dAcBAsura_c::finalizeState_Attack() {}
void dAcBAsura_c::initializeState_AttackHigh() {}
void dAcBAsura_c::executeState_AttackHigh() {}
void dAcBAsura_c::finalizeState_AttackHigh() {}
void dAcBAsura_c::initializeState_AttackB() {}
void dAcBAsura_c::executeState_AttackB() {}
void dAcBAsura_c::finalizeState_AttackB() {}
void dAcBAsura_c::initializeState_BreakLegB() {}
void dAcBAsura_c::executeState_BreakLegB() {}
void dAcBAsura_c::finalizeState_BreakLegB() {}
void dAcBAsura_c::initializeState_BreakWaitB() {}
void dAcBAsura_c::executeState_BreakWaitB() {}
void dAcBAsura_c::finalizeState_BreakWaitB() {}
void dAcBAsura_c::initializeState_ChargeB() {}
void dAcBAsura_c::executeState_ChargeB() {}
void dAcBAsura_c::finalizeState_ChargeB() {}
void dAcBAsura_c::initializeState_CutAllB() {}
void dAcBAsura_c::executeState_CutAllB() {}
void dAcBAsura_c::finalizeState_CutAllB() {}
void dAcBAsura_c::initializeState_Damage() {}
void dAcBAsura_c::executeState_Damage() {}
void dAcBAsura_c::finalizeState_Damage() {}
void dAcBAsura_c::initializeState_DamageB() {}
void dAcBAsura_c::executeState_DamageB() {}
void dAcBAsura_c::finalizeState_DamageB() {}
void dAcBAsura_c::initializeState_Dead() {}
void dAcBAsura_c::executeState_Dead() {}
void dAcBAsura_c::finalizeState_Dead() {}
void dAcBAsura_c::initializeState_DeadB() {}
void dAcBAsura_c::executeState_DeadB() {}
void dAcBAsura_c::finalizeState_DeadB() {}
void dAcBAsura_c::initializeState_Disconnect() {}
void dAcBAsura_c::executeState_Disconnect() {}
void dAcBAsura_c::finalizeState_Disconnect() {}
void dAcBAsura_c::initializeState_DisconnectB() {}
void dAcBAsura_c::executeState_DisconnectB() {}
void dAcBAsura_c::finalizeState_DisconnectB() {}
void dAcBAsura_c::initializeState_Fire() {}
void dAcBAsura_c::executeState_Fire() {}
void dAcBAsura_c::finalizeState_Fire() {}
void dAcBAsura_c::initializeState_Recover() {}
void dAcBAsura_c::executeState_Recover() {}
void dAcBAsura_c::finalizeState_Recover() {}
void dAcBAsura_c::initializeState_RecoverB() {}
void dAcBAsura_c::executeState_RecoverB() {}
void dAcBAsura_c::finalizeState_RecoverB() {}
void dAcBAsura_c::initializeState_StunB() {}
void dAcBAsura_c::executeState_StunB() {}
void dAcBAsura_c::finalizeState_StunB() {}
void dAcBAsura_c::initializeState_SummonB() {}
void dAcBAsura_c::executeState_SummonB() {}
void dAcBAsura_c::finalizeState_SummonB() {}
void dAcBAsura_c::initializeState_SwordGame() {}
void dAcBAsura_c::executeState_SwordGame() {}
void dAcBAsura_c::finalizeState_SwordGame() {}
void dAcBAsura_c::initializeState_Wait() {}
void dAcBAsura_c::executeState_Wait() {}
void dAcBAsura_c::finalizeState_Wait() {}
void dAcBAsura_c::initializeState_WaitB() {}
void dAcBAsura_c::executeState_WaitB() {}
void dAcBAsura_c::finalizeState_WaitB() {}
void dAcBAsura_c::initializeState_Start() {}
void dAcBAsura_c::executeState_Start() {}
void dAcBAsura_c::finalizeState_Start() {}
void dAcBAsura_c::initializeState_StartB() {}
void dAcBAsura_c::executeState_StartB() {}
void dAcBAsura_c::finalizeState_StartB() {}
void dAcBAsura_c::initializeState_Test() {}
void dAcBAsura_c::executeState_Test() {}
void dAcBAsura_c::finalizeState_Test() {}
void dAcBAsura_c::initializeState_TestB() {}
void dAcBAsura_c::executeState_TestB() {}
void dAcBAsura_c::finalizeState_TestB() {}