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#include "d/a/obj/d_a_obj_treasure_island_b.h"
SPECIAL_ACTOR_PROFILE(OBJ_TREASURE_ISLAND_B, dAcOtreasureIslandB_c, fProfile::OBJ_TREASURE_ISLAND_B, 0x206, 0, 2);
STATE_DEFINE(dAcOtreasureIslandB_c, Wait);
STATE_DEFINE(dAcOtreasureIslandB_c, CoverBreak);
void dAcOtreasureIslandB_c::initializeState_Wait() {}
void dAcOtreasureIslandB_c::executeState_Wait() {}
void dAcOtreasureIslandB_c::finalizeState_Wait() {}
void dAcOtreasureIslandB_c::initializeState_CoverBreak() {}
void dAcOtreasureIslandB_c::executeState_CoverBreak() {}
void dAcOtreasureIslandB_c::finalizeState_CoverBreak() {}
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