#include "d/a/b/d_a_b_nusi_tentakle.h"

SPECIAL_ACTOR_PROFILE(B_NUSI_TENTAKLE, dAcNusiTentakle_c, fProfile::B_NUSI_TENTAKLE, 0xB4, 0, 0);

STATE_DEFINE(dAcNusiTentakle_c, Hide);
STATE_DEFINE(dAcNusiTentakle_c, Appear);
STATE_DEFINE(dAcNusiTentakle_c, Wait);
STATE_DEFINE(dAcNusiTentakle_c, HideWait);
STATE_DEFINE(dAcNusiTentakle_c, Attack);
STATE_DEFINE(dAcNusiTentakle_c, AppearDemo);
STATE_DEFINE(dAcNusiTentakle_c, HideAppearDemo);
STATE_DEFINE(dAcNusiTentakle_c, ScarfDamage);
STATE_DEFINE(dAcNusiTentakle_c, Anger);
STATE_DEFINE(dAcNusiTentakle_c, Down);
STATE_DEFINE(dAcNusiTentakle_c, DownDamage);
STATE_DEFINE(dAcNusiTentakle_c, LastDamage);
STATE_DEFINE(dAcNusiTentakle_c, Recover);
STATE_DEFINE(dAcNusiTentakle_c, Death);
STATE_DEFINE(dAcNusiTentakle_c, CloseEye);

void dAcNusiTentakle_c::initializeState_Hide() {}
void dAcNusiTentakle_c::executeState_Hide() {}
void dAcNusiTentakle_c::finalizeState_Hide() {}
void dAcNusiTentakle_c::initializeState_Appear() {}
void dAcNusiTentakle_c::executeState_Appear() {}
void dAcNusiTentakle_c::finalizeState_Appear() {}
void dAcNusiTentakle_c::initializeState_Wait() {}
void dAcNusiTentakle_c::executeState_Wait() {}
void dAcNusiTentakle_c::finalizeState_Wait() {}
void dAcNusiTentakle_c::initializeState_HideWait() {}
void dAcNusiTentakle_c::executeState_HideWait() {}
void dAcNusiTentakle_c::finalizeState_HideWait() {}
void dAcNusiTentakle_c::initializeState_Attack() {}
void dAcNusiTentakle_c::executeState_Attack() {}
void dAcNusiTentakle_c::finalizeState_Attack() {}
void dAcNusiTentakle_c::initializeState_AppearDemo() {}
void dAcNusiTentakle_c::executeState_AppearDemo() {}
void dAcNusiTentakle_c::finalizeState_AppearDemo() {}
void dAcNusiTentakle_c::initializeState_HideAppearDemo() {}
void dAcNusiTentakle_c::executeState_HideAppearDemo() {}
void dAcNusiTentakle_c::finalizeState_HideAppearDemo() {}
void dAcNusiTentakle_c::initializeState_ScarfDamage() {}
void dAcNusiTentakle_c::executeState_ScarfDamage() {}
void dAcNusiTentakle_c::finalizeState_ScarfDamage() {}
void dAcNusiTentakle_c::initializeState_Anger() {}
void dAcNusiTentakle_c::executeState_Anger() {}
void dAcNusiTentakle_c::finalizeState_Anger() {}
void dAcNusiTentakle_c::initializeState_Down() {}
void dAcNusiTentakle_c::executeState_Down() {}
void dAcNusiTentakle_c::finalizeState_Down() {}
void dAcNusiTentakle_c::initializeState_DownDamage() {}
void dAcNusiTentakle_c::executeState_DownDamage() {}
void dAcNusiTentakle_c::finalizeState_DownDamage() {}
void dAcNusiTentakle_c::initializeState_LastDamage() {}
void dAcNusiTentakle_c::executeState_LastDamage() {}
void dAcNusiTentakle_c::finalizeState_LastDamage() {}
void dAcNusiTentakle_c::initializeState_Recover() {}
void dAcNusiTentakle_c::executeState_Recover() {}
void dAcNusiTentakle_c::finalizeState_Recover() {}
void dAcNusiTentakle_c::initializeState_Death() {}
void dAcNusiTentakle_c::executeState_Death() {}
void dAcNusiTentakle_c::finalizeState_Death() {}
void dAcNusiTentakle_c::initializeState_CloseEye() {}
void dAcNusiTentakle_c::executeState_CloseEye() {}
void dAcNusiTentakle_c::finalizeState_CloseEye() {}
