#include "d/a/e/d_a_e_syakomaito.h"

SPECIAL_ACTOR_PROFILE(E_SYAKOMAITO, dAcESyakomaito_c, fProfile::E_SYAKOMAITO, 0xC0, 0, 4099);

STATE_DEFINE(dAcESyakomaito_c, Wait);
STATE_DEFINE(dAcESyakomaito_c, Kyoro);
STATE_DEFINE(dAcESyakomaito_c, Find);
STATE_DEFINE(dAcESyakomaito_c, FindSound);
STATE_DEFINE(dAcESyakomaito_c, Move);
STATE_DEFINE(dAcESyakomaito_c, Search);
STATE_DEFINE(dAcESyakomaito_c, RetMove);
STATE_DEFINE(dAcESyakomaito_c, KnockBack);
STATE_DEFINE(dAcESyakomaito_c, GuardImpact);
STATE_DEFINE(dAcESyakomaito_c, Damage);
STATE_DEFINE(dAcESyakomaito_c, Stun);
STATE_DEFINE(dAcESyakomaito_c, Dead);
STATE_DEFINE(dAcESyakomaito_c, Debt);
STATE_DEFINE(dAcESyakomaito_c, ReverseWait);
STATE_DEFINE(dAcESyakomaito_c, Appear);
STATE_DEFINE(dAcESyakomaito_c, Drive);
STATE_DEFINE(dAcESyakomaito_c, Teni);

void dAcESyakomaito_c::initializeState_Wait() {}
void dAcESyakomaito_c::executeState_Wait() {}
void dAcESyakomaito_c::finalizeState_Wait() {}
void dAcESyakomaito_c::initializeState_Kyoro() {}
void dAcESyakomaito_c::executeState_Kyoro() {}
void dAcESyakomaito_c::finalizeState_Kyoro() {}
void dAcESyakomaito_c::initializeState_Find() {}
void dAcESyakomaito_c::executeState_Find() {}
void dAcESyakomaito_c::finalizeState_Find() {}
void dAcESyakomaito_c::initializeState_FindSound() {}
void dAcESyakomaito_c::executeState_FindSound() {}
void dAcESyakomaito_c::finalizeState_FindSound() {}
void dAcESyakomaito_c::initializeState_Move() {}
void dAcESyakomaito_c::executeState_Move() {}
void dAcESyakomaito_c::finalizeState_Move() {}
void dAcESyakomaito_c::initializeState_Search() {}
void dAcESyakomaito_c::executeState_Search() {}
void dAcESyakomaito_c::finalizeState_Search() {}
void dAcESyakomaito_c::initializeState_RetMove() {}
void dAcESyakomaito_c::executeState_RetMove() {}
void dAcESyakomaito_c::finalizeState_RetMove() {}
void dAcESyakomaito_c::initializeState_KnockBack() {}
void dAcESyakomaito_c::executeState_KnockBack() {}
void dAcESyakomaito_c::finalizeState_KnockBack() {}
void dAcESyakomaito_c::initializeState_GuardImpact() {}
void dAcESyakomaito_c::executeState_GuardImpact() {}
void dAcESyakomaito_c::finalizeState_GuardImpact() {}
void dAcESyakomaito_c::initializeState_Damage() {}
void dAcESyakomaito_c::executeState_Damage() {}
void dAcESyakomaito_c::finalizeState_Damage() {}
void dAcESyakomaito_c::initializeState_Stun() {}
void dAcESyakomaito_c::executeState_Stun() {}
void dAcESyakomaito_c::finalizeState_Stun() {}
void dAcESyakomaito_c::initializeState_Dead() {}
void dAcESyakomaito_c::executeState_Dead() {}
void dAcESyakomaito_c::finalizeState_Dead() {}
void dAcESyakomaito_c::initializeState_Debt() {}
void dAcESyakomaito_c::executeState_Debt() {}
void dAcESyakomaito_c::finalizeState_Debt() {}
void dAcESyakomaito_c::initializeState_ReverseWait() {}
void dAcESyakomaito_c::executeState_ReverseWait() {}
void dAcESyakomaito_c::finalizeState_ReverseWait() {}
void dAcESyakomaito_c::initializeState_Appear() {}
void dAcESyakomaito_c::executeState_Appear() {}
void dAcESyakomaito_c::finalizeState_Appear() {}
void dAcESyakomaito_c::initializeState_Drive() {}
void dAcESyakomaito_c::executeState_Drive() {}
void dAcESyakomaito_c::finalizeState_Drive() {}
void dAcESyakomaito_c::initializeState_Teni() {}
void dAcESyakomaito_c::executeState_Teni() {}
void dAcESyakomaito_c::finalizeState_Teni() {}
