1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
|
#include "d/a/e/d_a_e_bce.h"
SPECIAL_ACTOR_PROFILE(E_BCE, dAcEbce_c, fProfile::E_BCE, 0xD1, 0, 4099);
STATE_DEFINE(dAcEbce_c, Standby);
STATE_DEFINE(dAcEbce_c, Home);
STATE_DEFINE(dAcEbce_c, Normal);
STATE_DEFINE(dAcEbce_c, Path);
STATE_DEFINE(dAcEbce_c, FightStart);
STATE_DEFINE(dAcEbce_c, Fight);
STATE_DEFINE(dAcEbce_c, Attack);
STATE_DEFINE(dAcEbce_c, StepAttack);
STATE_DEFINE(dAcEbce_c, Damage);
STATE_DEFINE(dAcEbce_c, AirDamage);
STATE_DEFINE(dAcEbce_c, Fail);
STATE_DEFINE(dAcEbce_c, BombAction);
STATE_DEFINE(dAcEbce_c, StabGuard);
STATE_DEFINE(dAcEbce_c, Stun);
STATE_DEFINE(dAcEbce_c, Drop);
void dAcEbce_c::initializeState_Standby() {}
void dAcEbce_c::executeState_Standby() {}
void dAcEbce_c::finalizeState_Standby() {}
void dAcEbce_c::initializeState_Home() {}
void dAcEbce_c::executeState_Home() {}
void dAcEbce_c::finalizeState_Home() {}
void dAcEbce_c::initializeState_Normal() {}
void dAcEbce_c::executeState_Normal() {}
void dAcEbce_c::finalizeState_Normal() {}
void dAcEbce_c::initializeState_Path() {}
void dAcEbce_c::executeState_Path() {}
void dAcEbce_c::finalizeState_Path() {}
void dAcEbce_c::initializeState_FightStart() {}
void dAcEbce_c::executeState_FightStart() {}
void dAcEbce_c::finalizeState_FightStart() {}
void dAcEbce_c::initializeState_Fight() {}
void dAcEbce_c::executeState_Fight() {}
void dAcEbce_c::finalizeState_Fight() {}
void dAcEbce_c::initializeState_Attack() {}
void dAcEbce_c::executeState_Attack() {}
void dAcEbce_c::finalizeState_Attack() {}
void dAcEbce_c::initializeState_StepAttack() {}
void dAcEbce_c::executeState_StepAttack() {}
void dAcEbce_c::finalizeState_StepAttack() {}
void dAcEbce_c::initializeState_Damage() {}
void dAcEbce_c::executeState_Damage() {}
void dAcEbce_c::finalizeState_Damage() {}
void dAcEbce_c::initializeState_AirDamage() {}
void dAcEbce_c::executeState_AirDamage() {}
void dAcEbce_c::finalizeState_AirDamage() {}
void dAcEbce_c::initializeState_Fail() {}
void dAcEbce_c::executeState_Fail() {}
void dAcEbce_c::finalizeState_Fail() {}
void dAcEbce_c::initializeState_BombAction() {}
void dAcEbce_c::executeState_BombAction() {}
void dAcEbce_c::finalizeState_BombAction() {}
void dAcEbce_c::initializeState_StabGuard() {}
void dAcEbce_c::executeState_StabGuard() {}
void dAcEbce_c::finalizeState_StabGuard() {}
void dAcEbce_c::initializeState_Stun() {}
void dAcEbce_c::executeState_Stun() {}
void dAcEbce_c::finalizeState_Stun() {}
void dAcEbce_c::initializeState_Drop() {}
void dAcEbce_c::executeState_Drop() {}
void dAcEbce_c::finalizeState_Drop() {}
|