#ifndef D_A_E_BCZ_H
#define D_A_E_BCZ_H

#include "d/a/e/d_a_en_base.h"
#include "s/s_State.hpp"

class dAcEBcZ_c : public dAcEnBase_c {
public:
    dAcEBcZ_c() : mStateMgr(*this) {}
    virtual ~dAcEBcZ_c() {}

    STATE_FUNC_DECLARE(dAcEBcZ_c, Arise);
    STATE_FUNC_DECLARE(dAcEBcZ_c, Wait);
    STATE_FUNC_DECLARE(dAcEBcZ_c, Walk);
    STATE_FUNC_DECLARE(dAcEBcZ_c, Find);
    STATE_FUNC_DECLARE(dAcEBcZ_c, Chase);
    STATE_FUNC_DECLARE(dAcEBcZ_c, HoldAttack);
    STATE_FUNC_DECLARE(dAcEBcZ_c, HoldStart);
    STATE_FUNC_DECLARE(dAcEBcZ_c, HoldWait);
    STATE_FUNC_DECLARE(dAcEBcZ_c, HoldScream);
    STATE_FUNC_DECLARE(dAcEBcZ_c, WhipTurn);
    STATE_FUNC_DECLARE(dAcEBcZ_c, WhipStagger);
    STATE_FUNC_DECLARE(dAcEBcZ_c, WindBlow);
    STATE_FUNC_DECLARE(dAcEBcZ_c, KeepAwayFromShield);
    STATE_FUNC_DECLARE(dAcEBcZ_c, Damage);
    STATE_FUNC_DECLARE(dAcEBcZ_c, Down);
    STATE_FUNC_DECLARE(dAcEBcZ_c, AriseFromTag);
    STATE_FUNC_DECLARE(dAcEBcZ_c, RopeSearch);
    STATE_FUNC_DECLARE(dAcEBcZ_c, RopeSearchWalk);
    STATE_FUNC_DECLARE(dAcEBcZ_c, RopeSearchWait);
    STATE_FUNC_DECLARE(dAcEBcZ_c, RopeWait);
    STATE_FUNC_DECLARE(dAcEBcZ_c, RopeMove);
    STATE_FUNC_DECLARE(dAcEBcZ_c, RopeHoldStart);
    STATE_FUNC_DECLARE(dAcEBcZ_c, RopeHoldWait);
    STATE_FUNC_DECLARE(dAcEBcZ_c, RopeHoldScream);
    STATE_FUNC_DECLARE(dAcEBcZ_c, PoisonSwamp);

private:
    /* 0x??? */ STATE_MGR_DECLARE(dAcEBcZ_c);
};

#endif
