#include "d/a/b/d_a_b_girahimu3_third.h"

SPECIAL_ACTOR_PROFILE(B_GIRAHIMU3_THIRD, dAcGirahimu3Third_c, fProfile::B_GIRAHIMU3_THIRD, 0x113, 0, 0);

STATE_DEFINE(dAcGirahimu3Third_c, Demo);
STATE_DEFINE(dAcGirahimu3Third_c, SceneChange);
STATE_DEFINE(dAcGirahimu3Third_c, Wait);
STATE_DEFINE(dAcGirahimu3Third_c, Walk);
STATE_DEFINE(dAcGirahimu3Third_c, GuardSword);
STATE_DEFINE(dAcGirahimu3Third_c, Chance);
STATE_DEFINE(dAcGirahimu3Third_c, SwordBeamDamage);
STATE_DEFINE(dAcGirahimu3Third_c, RepairClaymore);
STATE_DEFINE(dAcGirahimu3Third_c, Attack);
STATE_DEFINE(dAcGirahimu3Third_c, CounterAttack);
STATE_DEFINE(dAcGirahimu3Third_c, EscapeWarp);
STATE_DEFINE(dAcGirahimu3Third_c, EscapeWarp2);
STATE_DEFINE(dAcGirahimu3Third_c, GuardJust);

void dAcGirahimu3Third_c::initializeState_Demo() {}
void dAcGirahimu3Third_c::executeState_Demo() {}
void dAcGirahimu3Third_c::finalizeState_Demo() {}
void dAcGirahimu3Third_c::initializeState_SceneChange() {}
void dAcGirahimu3Third_c::executeState_SceneChange() {}
void dAcGirahimu3Third_c::finalizeState_SceneChange() {}
void dAcGirahimu3Third_c::initializeState_Wait() {}
void dAcGirahimu3Third_c::executeState_Wait() {}
void dAcGirahimu3Third_c::finalizeState_Wait() {}
void dAcGirahimu3Third_c::initializeState_Walk() {}
void dAcGirahimu3Third_c::executeState_Walk() {}
void dAcGirahimu3Third_c::finalizeState_Walk() {}
void dAcGirahimu3Third_c::initializeState_GuardSword() {}
void dAcGirahimu3Third_c::executeState_GuardSword() {}
void dAcGirahimu3Third_c::finalizeState_GuardSword() {}
void dAcGirahimu3Third_c::initializeState_Chance() {}
void dAcGirahimu3Third_c::executeState_Chance() {}
void dAcGirahimu3Third_c::finalizeState_Chance() {}
void dAcGirahimu3Third_c::initializeState_SwordBeamDamage() {}
void dAcGirahimu3Third_c::executeState_SwordBeamDamage() {}
void dAcGirahimu3Third_c::finalizeState_SwordBeamDamage() {}
void dAcGirahimu3Third_c::initializeState_RepairClaymore() {}
void dAcGirahimu3Third_c::executeState_RepairClaymore() {}
void dAcGirahimu3Third_c::finalizeState_RepairClaymore() {}
void dAcGirahimu3Third_c::initializeState_Attack() {}
void dAcGirahimu3Third_c::executeState_Attack() {}
void dAcGirahimu3Third_c::finalizeState_Attack() {}
void dAcGirahimu3Third_c::initializeState_CounterAttack() {}
void dAcGirahimu3Third_c::executeState_CounterAttack() {}
void dAcGirahimu3Third_c::finalizeState_CounterAttack() {}
void dAcGirahimu3Third_c::initializeState_EscapeWarp() {}
void dAcGirahimu3Third_c::executeState_EscapeWarp() {}
void dAcGirahimu3Third_c::finalizeState_EscapeWarp() {}
void dAcGirahimu3Third_c::initializeState_EscapeWarp2() {}
void dAcGirahimu3Third_c::executeState_EscapeWarp2() {}
void dAcGirahimu3Third_c::finalizeState_EscapeWarp2() {}
void dAcGirahimu3Third_c::initializeState_GuardJust() {}
void dAcGirahimu3Third_c::executeState_GuardJust() {}
void dAcGirahimu3Third_c::finalizeState_GuardJust() {}
