#include "d/a/obj/d_a_obj_girahimu_sword_link.h"

SPECIAL_ACTOR_PROFILE(OBJ_GH_SW_L, dAcObjGirahimuSwordLink_c, fProfile::OBJ_GH_SW_L, 0x114, 0, 2);

STATE_DEFINE(dAcObjGirahimuSwordLink_c, Hide);
STATE_DEFINE(dAcObjGirahimuSwordLink_c, Equip);
STATE_DEFINE(dAcObjGirahimuSwordLink_c, GetSword);
STATE_DEFINE(dAcObjGirahimuSwordLink_c, Throw);
STATE_DEFINE(dAcObjGirahimuSwordLink_c, AtThrow);
STATE_DEFINE(dAcObjGirahimuSwordLink_c, Stick);
STATE_DEFINE(dAcObjGirahimuSwordLink_c, Reflect);

void dAcObjGirahimuSwordLink_c::initializeState_Hide() {}
void dAcObjGirahimuSwordLink_c::executeState_Hide() {}
void dAcObjGirahimuSwordLink_c::finalizeState_Hide() {}
void dAcObjGirahimuSwordLink_c::initializeState_Equip() {}
void dAcObjGirahimuSwordLink_c::executeState_Equip() {}
void dAcObjGirahimuSwordLink_c::finalizeState_Equip() {}
void dAcObjGirahimuSwordLink_c::initializeState_GetSword() {}
void dAcObjGirahimuSwordLink_c::executeState_GetSword() {}
void dAcObjGirahimuSwordLink_c::finalizeState_GetSword() {}
void dAcObjGirahimuSwordLink_c::initializeState_Throw() {}
void dAcObjGirahimuSwordLink_c::executeState_Throw() {}
void dAcObjGirahimuSwordLink_c::finalizeState_Throw() {}
void dAcObjGirahimuSwordLink_c::initializeState_AtThrow() {}
void dAcObjGirahimuSwordLink_c::executeState_AtThrow() {}
void dAcObjGirahimuSwordLink_c::finalizeState_AtThrow() {}
void dAcObjGirahimuSwordLink_c::initializeState_Stick() {}
void dAcObjGirahimuSwordLink_c::executeState_Stick() {}
void dAcObjGirahimuSwordLink_c::finalizeState_Stick() {}
void dAcObjGirahimuSwordLink_c::initializeState_Reflect() {}
void dAcObjGirahimuSwordLink_c::executeState_Reflect() {}
void dAcObjGirahimuSwordLink_c::finalizeState_Reflect() {}
