Set up REL templates (#60)

* Fix .data sections misidentified as .rodata by dtk

dtk can't always reliably identify REL sections in its initial analysis.
This is a manual fix - the list of RELs to fix was found by looking
at supposed .rodata splits that contained an fBase vtable, since vtables
should be in .data. This fix is required for scripted creation of REL actors
based on rel .data

* More consistent d/t header paths

* Data fixups for parsing

* Tmp actor file setup

* Fixes

* Set up almost all REL templates

* formatting

* Fix formatting
This commit is contained in:
robojumper
2024-10-10 18:21:07 +02:00
committed by GitHub
parent 558db54bf4
commit 98f7e90125
1870 changed files with 41899 additions and 18219 deletions
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#include <d/a/b/d_a_b_asura.h>
SPECIAL_ACTOR_PROFILE(B_ASURA, dAcBAsura_c, fProfile::B_ASURA, 0x117, 0, 0);
STATE_DEFINE(dAcBAsura_c, Attack);
STATE_DEFINE(dAcBAsura_c, AttackHigh);
STATE_DEFINE(dAcBAsura_c, AttackB);
STATE_DEFINE(dAcBAsura_c, BreakLegB);
STATE_DEFINE(dAcBAsura_c, BreakWaitB);
STATE_DEFINE(dAcBAsura_c, ChargeB);
STATE_DEFINE(dAcBAsura_c, CutAllB);
STATE_DEFINE(dAcBAsura_c, Damage);
STATE_DEFINE(dAcBAsura_c, DamageB);
STATE_DEFINE(dAcBAsura_c, Dead);
STATE_DEFINE(dAcBAsura_c, DeadB);
STATE_DEFINE(dAcBAsura_c, Disconnect);
STATE_DEFINE(dAcBAsura_c, DisconnectB);
STATE_DEFINE(dAcBAsura_c, Fire);
STATE_DEFINE(dAcBAsura_c, Recover);
STATE_DEFINE(dAcBAsura_c, RecoverB);
STATE_DEFINE(dAcBAsura_c, StunB);
STATE_DEFINE(dAcBAsura_c, SummonB);
STATE_DEFINE(dAcBAsura_c, SwordGame);
STATE_DEFINE(dAcBAsura_c, Wait);
STATE_DEFINE(dAcBAsura_c, WaitB);
STATE_DEFINE(dAcBAsura_c, Start);
STATE_DEFINE(dAcBAsura_c, StartB);
STATE_DEFINE(dAcBAsura_c, Test);
STATE_DEFINE(dAcBAsura_c, TestB);
void dAcBAsura_c::initializeState_Attack() {}
void dAcBAsura_c::executeState_Attack() {}
void dAcBAsura_c::finalizeState_Attack() {}
void dAcBAsura_c::initializeState_AttackHigh() {}
void dAcBAsura_c::executeState_AttackHigh() {}
void dAcBAsura_c::finalizeState_AttackHigh() {}
void dAcBAsura_c::initializeState_AttackB() {}
void dAcBAsura_c::executeState_AttackB() {}
void dAcBAsura_c::finalizeState_AttackB() {}
void dAcBAsura_c::initializeState_BreakLegB() {}
void dAcBAsura_c::executeState_BreakLegB() {}
void dAcBAsura_c::finalizeState_BreakLegB() {}
void dAcBAsura_c::initializeState_BreakWaitB() {}
void dAcBAsura_c::executeState_BreakWaitB() {}
void dAcBAsura_c::finalizeState_BreakWaitB() {}
void dAcBAsura_c::initializeState_ChargeB() {}
void dAcBAsura_c::executeState_ChargeB() {}
void dAcBAsura_c::finalizeState_ChargeB() {}
void dAcBAsura_c::initializeState_CutAllB() {}
void dAcBAsura_c::executeState_CutAllB() {}
void dAcBAsura_c::finalizeState_CutAllB() {}
void dAcBAsura_c::initializeState_Damage() {}
void dAcBAsura_c::executeState_Damage() {}
void dAcBAsura_c::finalizeState_Damage() {}
void dAcBAsura_c::initializeState_DamageB() {}
void dAcBAsura_c::executeState_DamageB() {}
void dAcBAsura_c::finalizeState_DamageB() {}
void dAcBAsura_c::initializeState_Dead() {}
void dAcBAsura_c::executeState_Dead() {}
void dAcBAsura_c::finalizeState_Dead() {}
void dAcBAsura_c::initializeState_DeadB() {}
void dAcBAsura_c::executeState_DeadB() {}
void dAcBAsura_c::finalizeState_DeadB() {}
void dAcBAsura_c::initializeState_Disconnect() {}
void dAcBAsura_c::executeState_Disconnect() {}
void dAcBAsura_c::finalizeState_Disconnect() {}
void dAcBAsura_c::initializeState_DisconnectB() {}
void dAcBAsura_c::executeState_DisconnectB() {}
void dAcBAsura_c::finalizeState_DisconnectB() {}
void dAcBAsura_c::initializeState_Fire() {}
void dAcBAsura_c::executeState_Fire() {}
void dAcBAsura_c::finalizeState_Fire() {}
void dAcBAsura_c::initializeState_Recover() {}
void dAcBAsura_c::executeState_Recover() {}
void dAcBAsura_c::finalizeState_Recover() {}
void dAcBAsura_c::initializeState_RecoverB() {}
void dAcBAsura_c::executeState_RecoverB() {}
void dAcBAsura_c::finalizeState_RecoverB() {}
void dAcBAsura_c::initializeState_StunB() {}
void dAcBAsura_c::executeState_StunB() {}
void dAcBAsura_c::finalizeState_StunB() {}
void dAcBAsura_c::initializeState_SummonB() {}
void dAcBAsura_c::executeState_SummonB() {}
void dAcBAsura_c::finalizeState_SummonB() {}
void dAcBAsura_c::initializeState_SwordGame() {}
void dAcBAsura_c::executeState_SwordGame() {}
void dAcBAsura_c::finalizeState_SwordGame() {}
void dAcBAsura_c::initializeState_Wait() {}
void dAcBAsura_c::executeState_Wait() {}
void dAcBAsura_c::finalizeState_Wait() {}
void dAcBAsura_c::initializeState_WaitB() {}
void dAcBAsura_c::executeState_WaitB() {}
void dAcBAsura_c::finalizeState_WaitB() {}
void dAcBAsura_c::initializeState_Start() {}
void dAcBAsura_c::executeState_Start() {}
void dAcBAsura_c::finalizeState_Start() {}
void dAcBAsura_c::initializeState_StartB() {}
void dAcBAsura_c::executeState_StartB() {}
void dAcBAsura_c::finalizeState_StartB() {}
void dAcBAsura_c::initializeState_Test() {}
void dAcBAsura_c::executeState_Test() {}
void dAcBAsura_c::finalizeState_Test() {}
void dAcBAsura_c::initializeState_TestB() {}
void dAcBAsura_c::executeState_TestB() {}
void dAcBAsura_c::finalizeState_TestB() {}
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#include <d/a/b/d_a_b_asura_arm.h>
SPECIAL_ACTOR_PROFILE(ASURA_ARM, dAcAsuraArm_c, fProfile::ASURA_ARM, 0x118, 0, 0);
STATE_DEFINE(dAcAsuraArm_c, Pulled);
STATE_DEFINE(dAcAsuraArm_c, Wait);
STATE_DEFINE(dAcAsuraArm_c, Demo);
void dAcAsuraArm_c::initializeState_Pulled() {}
void dAcAsuraArm_c::executeState_Pulled() {}
void dAcAsuraArm_c::finalizeState_Pulled() {}
void dAcAsuraArm_c::initializeState_Wait() {}
void dAcAsuraArm_c::executeState_Wait() {}
void dAcAsuraArm_c::finalizeState_Wait() {}
void dAcAsuraArm_c::initializeState_Demo() {}
void dAcAsuraArm_c::executeState_Demo() {}
void dAcAsuraArm_c::finalizeState_Demo() {}
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#include <d/a/b/d_a_b_asura_foot.h>
SPECIAL_ACTOR_PROFILE(ASURA_FOOT, dAcAsuraFoot_c, fProfile::ASURA_FOOT, 0x119, 0, 0);
STATE_DEFINE(dAcAsuraFoot_c, Pulled);
STATE_DEFINE(dAcAsuraFoot_c, Wait);
void dAcAsuraFoot_c::initializeState_Pulled() {}
void dAcAsuraFoot_c::executeState_Pulled() {}
void dAcAsuraFoot_c::finalizeState_Pulled() {}
void dAcAsuraFoot_c::initializeState_Wait() {}
void dAcAsuraFoot_c::executeState_Wait() {}
void dAcAsuraFoot_c::finalizeState_Wait() {}
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#include <d/a/b/d_a_b_bbshockwave.h>
SPECIAL_ACTOR_PROFILE(B_BBSHWV, dAcBBbshockwave_c, fProfile::B_BBSHWV, 0xA3, 0, 0);
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#include <d/a/b/d_a_b_bigboss.h>
SPECIAL_ACTOR_PROFILE(B_BIGBOSS, dAcBBigBoss_c, fProfile::B_BIGBOSS, 0xA0, 0, 0);
STATE_DEFINE(dAcBBigBoss_c, AppearWait);
STATE_DEFINE(dAcBBigBoss_c, AppearDemo);
STATE_DEFINE(dAcBBigBoss_c, Wait);
STATE_DEFINE(dAcBBigBoss_c, Walk);
STATE_DEFINE(dAcBBigBoss_c, Reach);
STATE_DEFINE(dAcBBigBoss_c, Turn);
STATE_DEFINE(dAcBBigBoss_c, ImpaAdvice);
STATE_DEFINE(dAcBBigBoss_c, ShakeHead);
STATE_DEFINE(dAcBBigBoss_c, HeadDamage);
STATE_DEFINE(dAcBBigBoss_c, HeadDamageThrow);
STATE_DEFINE(dAcBBigBoss_c, HeadPain);
STATE_DEFINE(dAcBBigBoss_c, StunPain);
STATE_DEFINE(dAcBBigBoss_c, HeadRecover);
STATE_DEFINE(dAcBBigBoss_c, Attack);
STATE_DEFINE(dAcBBigBoss_c, FrontFall);
STATE_DEFINE(dAcBBigBoss_c, Rush);
STATE_DEFINE(dAcBBigBoss_c, Rise);
STATE_DEFINE(dAcBBigBoss_c, Tied);
STATE_DEFINE(dAcBBigBoss_c, LevelUp);
STATE_DEFINE(dAcBBigBoss_c, FootBroken);
STATE_DEFINE(dAcBBigBoss_c, FootRecover);
STATE_DEFINE(dAcBBigBoss_c, Stun);
STATE_DEFINE(dAcBBigBoss_c, StunWait);
STATE_DEFINE(dAcBBigBoss_c, StunRecover);
STATE_DEFINE(dAcBBigBoss_c, StunDamage);
STATE_DEFINE(dAcBBigBoss_c, StunFrontFall);
STATE_DEFINE(dAcBBigBoss_c, Evacuation);
STATE_DEFINE(dAcBBigBoss_c, StoneWait);
STATE_DEFINE(dAcBBigBoss_c, SwordGameWait);
STATE_DEFINE(dAcBBigBoss_c, SwordGameEnd);
void dAcBBigBoss_c::initializeState_AppearWait() {}
void dAcBBigBoss_c::executeState_AppearWait() {}
void dAcBBigBoss_c::finalizeState_AppearWait() {}
void dAcBBigBoss_c::initializeState_AppearDemo() {}
void dAcBBigBoss_c::executeState_AppearDemo() {}
void dAcBBigBoss_c::finalizeState_AppearDemo() {}
void dAcBBigBoss_c::initializeState_Wait() {}
void dAcBBigBoss_c::executeState_Wait() {}
void dAcBBigBoss_c::finalizeState_Wait() {}
void dAcBBigBoss_c::initializeState_Walk() {}
void dAcBBigBoss_c::executeState_Walk() {}
void dAcBBigBoss_c::finalizeState_Walk() {}
void dAcBBigBoss_c::initializeState_Reach() {}
void dAcBBigBoss_c::executeState_Reach() {}
void dAcBBigBoss_c::finalizeState_Reach() {}
void dAcBBigBoss_c::initializeState_Turn() {}
void dAcBBigBoss_c::executeState_Turn() {}
void dAcBBigBoss_c::finalizeState_Turn() {}
void dAcBBigBoss_c::initializeState_ImpaAdvice() {}
void dAcBBigBoss_c::executeState_ImpaAdvice() {}
void dAcBBigBoss_c::finalizeState_ImpaAdvice() {}
void dAcBBigBoss_c::initializeState_ShakeHead() {}
void dAcBBigBoss_c::executeState_ShakeHead() {}
void dAcBBigBoss_c::finalizeState_ShakeHead() {}
void dAcBBigBoss_c::initializeState_HeadDamage() {}
void dAcBBigBoss_c::executeState_HeadDamage() {}
void dAcBBigBoss_c::finalizeState_HeadDamage() {}
void dAcBBigBoss_c::initializeState_HeadDamageThrow() {}
void dAcBBigBoss_c::executeState_HeadDamageThrow() {}
void dAcBBigBoss_c::finalizeState_HeadDamageThrow() {}
void dAcBBigBoss_c::initializeState_HeadPain() {}
void dAcBBigBoss_c::executeState_HeadPain() {}
void dAcBBigBoss_c::finalizeState_HeadPain() {}
void dAcBBigBoss_c::initializeState_StunPain() {}
void dAcBBigBoss_c::executeState_StunPain() {}
void dAcBBigBoss_c::finalizeState_StunPain() {}
void dAcBBigBoss_c::initializeState_HeadRecover() {}
void dAcBBigBoss_c::executeState_HeadRecover() {}
void dAcBBigBoss_c::finalizeState_HeadRecover() {}
void dAcBBigBoss_c::initializeState_Attack() {}
void dAcBBigBoss_c::executeState_Attack() {}
void dAcBBigBoss_c::finalizeState_Attack() {}
void dAcBBigBoss_c::initializeState_FrontFall() {}
void dAcBBigBoss_c::executeState_FrontFall() {}
void dAcBBigBoss_c::finalizeState_FrontFall() {}
void dAcBBigBoss_c::initializeState_Rush() {}
void dAcBBigBoss_c::executeState_Rush() {}
void dAcBBigBoss_c::finalizeState_Rush() {}
void dAcBBigBoss_c::initializeState_Rise() {}
void dAcBBigBoss_c::executeState_Rise() {}
void dAcBBigBoss_c::finalizeState_Rise() {}
void dAcBBigBoss_c::initializeState_Tied() {}
void dAcBBigBoss_c::executeState_Tied() {}
void dAcBBigBoss_c::finalizeState_Tied() {}
void dAcBBigBoss_c::initializeState_LevelUp() {}
void dAcBBigBoss_c::executeState_LevelUp() {}
void dAcBBigBoss_c::finalizeState_LevelUp() {}
void dAcBBigBoss_c::initializeState_FootBroken() {}
void dAcBBigBoss_c::executeState_FootBroken() {}
void dAcBBigBoss_c::finalizeState_FootBroken() {}
void dAcBBigBoss_c::initializeState_FootRecover() {}
void dAcBBigBoss_c::executeState_FootRecover() {}
void dAcBBigBoss_c::finalizeState_FootRecover() {}
void dAcBBigBoss_c::initializeState_Stun() {}
void dAcBBigBoss_c::executeState_Stun() {}
void dAcBBigBoss_c::finalizeState_Stun() {}
void dAcBBigBoss_c::initializeState_StunWait() {}
void dAcBBigBoss_c::executeState_StunWait() {}
void dAcBBigBoss_c::finalizeState_StunWait() {}
void dAcBBigBoss_c::initializeState_StunRecover() {}
void dAcBBigBoss_c::executeState_StunRecover() {}
void dAcBBigBoss_c::finalizeState_StunRecover() {}
void dAcBBigBoss_c::initializeState_StunDamage() {}
void dAcBBigBoss_c::executeState_StunDamage() {}
void dAcBBigBoss_c::finalizeState_StunDamage() {}
void dAcBBigBoss_c::initializeState_StunFrontFall() {}
void dAcBBigBoss_c::executeState_StunFrontFall() {}
void dAcBBigBoss_c::finalizeState_StunFrontFall() {}
void dAcBBigBoss_c::initializeState_Evacuation() {}
void dAcBBigBoss_c::executeState_Evacuation() {}
void dAcBBigBoss_c::finalizeState_Evacuation() {}
void dAcBBigBoss_c::initializeState_StoneWait() {}
void dAcBBigBoss_c::executeState_StoneWait() {}
void dAcBBigBoss_c::finalizeState_StoneWait() {}
void dAcBBigBoss_c::initializeState_SwordGameWait() {}
void dAcBBigBoss_c::executeState_SwordGameWait() {}
void dAcBBigBoss_c::finalizeState_SwordGameWait() {}
void dAcBBigBoss_c::initializeState_SwordGameEnd() {}
void dAcBBigBoss_c::executeState_SwordGameEnd() {}
void dAcBBigBoss_c::finalizeState_SwordGameEnd() {}
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#include <d/a/b/d_a_b_bigboss2.h>
SPECIAL_ACTOR_PROFILE(B_BIGBOSS2, dAcBBigBoss2_c, fProfile::B_BIGBOSS2, 0xA1, 0, 0);
STATE_DEFINE(dAcBBigBoss2_c, AppearWait);
STATE_DEFINE(dAcBBigBoss2_c, AppearDemo);
STATE_DEFINE(dAcBBigBoss2_c, Wait);
STATE_DEFINE(dAcBBigBoss2_c, Walk);
STATE_DEFINE(dAcBBigBoss2_c, Reach);
STATE_DEFINE(dAcBBigBoss2_c, Turn);
STATE_DEFINE(dAcBBigBoss2_c, ImpaAdvice);
STATE_DEFINE(dAcBBigBoss2_c, ShakeHead);
STATE_DEFINE(dAcBBigBoss2_c, HeadDamage);
STATE_DEFINE(dAcBBigBoss2_c, HeadDamageThrow);
STATE_DEFINE(dAcBBigBoss2_c, HeadPain);
STATE_DEFINE(dAcBBigBoss2_c, StunPain);
STATE_DEFINE(dAcBBigBoss2_c, HeadRecover);
STATE_DEFINE(dAcBBigBoss2_c, DropByHand);
STATE_DEFINE(dAcBBigBoss2_c, Attack);
STATE_DEFINE(dAcBBigBoss2_c, FootBroken);
STATE_DEFINE(dAcBBigBoss2_c, BombHit);
STATE_DEFINE(dAcBBigBoss2_c, FootRecover);
STATE_DEFINE(dAcBBigBoss2_c, ArmBroken);
STATE_DEFINE(dAcBBigBoss2_c, ArmAttack);
STATE_DEFINE(dAcBBigBoss2_c, ArmRecover);
STATE_DEFINE(dAcBBigBoss2_c, Stun);
STATE_DEFINE(dAcBBigBoss2_c, StunWait);
STATE_DEFINE(dAcBBigBoss2_c, StunRecover);
STATE_DEFINE(dAcBBigBoss2_c, StunDamage);
STATE_DEFINE(dAcBBigBoss2_c, StunBombDamage);
STATE_DEFINE(dAcBBigBoss2_c, Mount);
STATE_DEFINE(dAcBBigBoss2_c, Fall);
STATE_DEFINE(dAcBBigBoss2_c, MountDamage);
STATE_DEFINE(dAcBBigBoss2_c, FrontFall);
STATE_DEFINE(dAcBBigBoss2_c, Rush);
STATE_DEFINE(dAcBBigBoss2_c, Rise);
STATE_DEFINE(dAcBBigBoss2_c, Tied);
STATE_DEFINE(dAcBBigBoss2_c, StunFrontFall);
STATE_DEFINE(dAcBBigBoss2_c, BadAdvice);
STATE_DEFINE(dAcBBigBoss2_c, CancelMount);
STATE_DEFINE(dAcBBigBoss2_c, MountArmBroken);
STATE_DEFINE(dAcBBigBoss2_c, LevelUp);
STATE_DEFINE(dAcBBigBoss2_c, RushDamage);
STATE_DEFINE(dAcBBigBoss2_c, GuardBallista);
STATE_DEFINE(dAcBBigBoss2_c, Evacuation);
STATE_DEFINE(dAcBBigBoss2_c, StoneWait);
STATE_DEFINE(dAcBBigBoss2_c, SwordGameWait);
STATE_DEFINE(dAcBBigBoss2_c, SwordGameEnd);
void dAcBBigBoss2_c::initializeState_AppearWait() {}
void dAcBBigBoss2_c::executeState_AppearWait() {}
void dAcBBigBoss2_c::finalizeState_AppearWait() {}
void dAcBBigBoss2_c::initializeState_AppearDemo() {}
void dAcBBigBoss2_c::executeState_AppearDemo() {}
void dAcBBigBoss2_c::finalizeState_AppearDemo() {}
void dAcBBigBoss2_c::initializeState_Wait() {}
void dAcBBigBoss2_c::executeState_Wait() {}
void dAcBBigBoss2_c::finalizeState_Wait() {}
void dAcBBigBoss2_c::initializeState_Walk() {}
void dAcBBigBoss2_c::executeState_Walk() {}
void dAcBBigBoss2_c::finalizeState_Walk() {}
void dAcBBigBoss2_c::initializeState_Reach() {}
void dAcBBigBoss2_c::executeState_Reach() {}
void dAcBBigBoss2_c::finalizeState_Reach() {}
void dAcBBigBoss2_c::initializeState_Turn() {}
void dAcBBigBoss2_c::executeState_Turn() {}
void dAcBBigBoss2_c::finalizeState_Turn() {}
void dAcBBigBoss2_c::initializeState_ImpaAdvice() {}
void dAcBBigBoss2_c::executeState_ImpaAdvice() {}
void dAcBBigBoss2_c::finalizeState_ImpaAdvice() {}
void dAcBBigBoss2_c::initializeState_ShakeHead() {}
void dAcBBigBoss2_c::executeState_ShakeHead() {}
void dAcBBigBoss2_c::finalizeState_ShakeHead() {}
void dAcBBigBoss2_c::initializeState_HeadDamage() {}
void dAcBBigBoss2_c::executeState_HeadDamage() {}
void dAcBBigBoss2_c::finalizeState_HeadDamage() {}
void dAcBBigBoss2_c::initializeState_HeadDamageThrow() {}
void dAcBBigBoss2_c::executeState_HeadDamageThrow() {}
void dAcBBigBoss2_c::finalizeState_HeadDamageThrow() {}
void dAcBBigBoss2_c::initializeState_HeadPain() {}
void dAcBBigBoss2_c::executeState_HeadPain() {}
void dAcBBigBoss2_c::finalizeState_HeadPain() {}
void dAcBBigBoss2_c::initializeState_StunPain() {}
void dAcBBigBoss2_c::executeState_StunPain() {}
void dAcBBigBoss2_c::finalizeState_StunPain() {}
void dAcBBigBoss2_c::initializeState_HeadRecover() {}
void dAcBBigBoss2_c::executeState_HeadRecover() {}
void dAcBBigBoss2_c::finalizeState_HeadRecover() {}
void dAcBBigBoss2_c::initializeState_DropByHand() {}
void dAcBBigBoss2_c::executeState_DropByHand() {}
void dAcBBigBoss2_c::finalizeState_DropByHand() {}
void dAcBBigBoss2_c::initializeState_Attack() {}
void dAcBBigBoss2_c::executeState_Attack() {}
void dAcBBigBoss2_c::finalizeState_Attack() {}
void dAcBBigBoss2_c::initializeState_FootBroken() {}
void dAcBBigBoss2_c::executeState_FootBroken() {}
void dAcBBigBoss2_c::finalizeState_FootBroken() {}
void dAcBBigBoss2_c::initializeState_BombHit() {}
void dAcBBigBoss2_c::executeState_BombHit() {}
void dAcBBigBoss2_c::finalizeState_BombHit() {}
void dAcBBigBoss2_c::initializeState_FootRecover() {}
void dAcBBigBoss2_c::executeState_FootRecover() {}
void dAcBBigBoss2_c::finalizeState_FootRecover() {}
void dAcBBigBoss2_c::initializeState_ArmBroken() {}
void dAcBBigBoss2_c::executeState_ArmBroken() {}
void dAcBBigBoss2_c::finalizeState_ArmBroken() {}
void dAcBBigBoss2_c::initializeState_ArmAttack() {}
void dAcBBigBoss2_c::executeState_ArmAttack() {}
void dAcBBigBoss2_c::finalizeState_ArmAttack() {}
void dAcBBigBoss2_c::initializeState_ArmRecover() {}
void dAcBBigBoss2_c::executeState_ArmRecover() {}
void dAcBBigBoss2_c::finalizeState_ArmRecover() {}
void dAcBBigBoss2_c::initializeState_Stun() {}
void dAcBBigBoss2_c::executeState_Stun() {}
void dAcBBigBoss2_c::finalizeState_Stun() {}
void dAcBBigBoss2_c::initializeState_StunWait() {}
void dAcBBigBoss2_c::executeState_StunWait() {}
void dAcBBigBoss2_c::finalizeState_StunWait() {}
void dAcBBigBoss2_c::initializeState_StunRecover() {}
void dAcBBigBoss2_c::executeState_StunRecover() {}
void dAcBBigBoss2_c::finalizeState_StunRecover() {}
void dAcBBigBoss2_c::initializeState_StunDamage() {}
void dAcBBigBoss2_c::executeState_StunDamage() {}
void dAcBBigBoss2_c::finalizeState_StunDamage() {}
void dAcBBigBoss2_c::initializeState_StunBombDamage() {}
void dAcBBigBoss2_c::executeState_StunBombDamage() {}
void dAcBBigBoss2_c::finalizeState_StunBombDamage() {}
void dAcBBigBoss2_c::initializeState_Mount() {}
void dAcBBigBoss2_c::executeState_Mount() {}
void dAcBBigBoss2_c::finalizeState_Mount() {}
void dAcBBigBoss2_c::initializeState_Fall() {}
void dAcBBigBoss2_c::executeState_Fall() {}
void dAcBBigBoss2_c::finalizeState_Fall() {}
void dAcBBigBoss2_c::initializeState_MountDamage() {}
void dAcBBigBoss2_c::executeState_MountDamage() {}
void dAcBBigBoss2_c::finalizeState_MountDamage() {}
void dAcBBigBoss2_c::initializeState_FrontFall() {}
void dAcBBigBoss2_c::executeState_FrontFall() {}
void dAcBBigBoss2_c::finalizeState_FrontFall() {}
void dAcBBigBoss2_c::initializeState_Rush() {}
void dAcBBigBoss2_c::executeState_Rush() {}
void dAcBBigBoss2_c::finalizeState_Rush() {}
void dAcBBigBoss2_c::initializeState_Rise() {}
void dAcBBigBoss2_c::executeState_Rise() {}
void dAcBBigBoss2_c::finalizeState_Rise() {}
void dAcBBigBoss2_c::initializeState_Tied() {}
void dAcBBigBoss2_c::executeState_Tied() {}
void dAcBBigBoss2_c::finalizeState_Tied() {}
void dAcBBigBoss2_c::initializeState_StunFrontFall() {}
void dAcBBigBoss2_c::executeState_StunFrontFall() {}
void dAcBBigBoss2_c::finalizeState_StunFrontFall() {}
void dAcBBigBoss2_c::initializeState_BadAdvice() {}
void dAcBBigBoss2_c::executeState_BadAdvice() {}
void dAcBBigBoss2_c::finalizeState_BadAdvice() {}
void dAcBBigBoss2_c::initializeState_CancelMount() {}
void dAcBBigBoss2_c::executeState_CancelMount() {}
void dAcBBigBoss2_c::finalizeState_CancelMount() {}
void dAcBBigBoss2_c::initializeState_MountArmBroken() {}
void dAcBBigBoss2_c::executeState_MountArmBroken() {}
void dAcBBigBoss2_c::finalizeState_MountArmBroken() {}
void dAcBBigBoss2_c::initializeState_LevelUp() {}
void dAcBBigBoss2_c::executeState_LevelUp() {}
void dAcBBigBoss2_c::finalizeState_LevelUp() {}
void dAcBBigBoss2_c::initializeState_RushDamage() {}
void dAcBBigBoss2_c::executeState_RushDamage() {}
void dAcBBigBoss2_c::finalizeState_RushDamage() {}
void dAcBBigBoss2_c::initializeState_GuardBallista() {}
void dAcBBigBoss2_c::executeState_GuardBallista() {}
void dAcBBigBoss2_c::finalizeState_GuardBallista() {}
void dAcBBigBoss2_c::initializeState_Evacuation() {}
void dAcBBigBoss2_c::executeState_Evacuation() {}
void dAcBBigBoss2_c::finalizeState_Evacuation() {}
void dAcBBigBoss2_c::initializeState_StoneWait() {}
void dAcBBigBoss2_c::executeState_StoneWait() {}
void dAcBBigBoss2_c::finalizeState_StoneWait() {}
void dAcBBigBoss2_c::initializeState_SwordGameWait() {}
void dAcBBigBoss2_c::executeState_SwordGameWait() {}
void dAcBBigBoss2_c::finalizeState_SwordGameWait() {}
void dAcBBigBoss2_c::initializeState_SwordGameEnd() {}
void dAcBBigBoss2_c::executeState_SwordGameEnd() {}
void dAcBBigBoss2_c::finalizeState_SwordGameEnd() {}
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#include <d/a/b/d_a_b_bigboss3.h>
SPECIAL_ACTOR_PROFILE(B_BIGBOSS3, dAcBBigBoss3_c, fProfile::B_BIGBOSS3, 0xA2, 0, 0);
STATE_DEFINE(dAcBBigBoss3_c, AppearWait);
STATE_DEFINE(dAcBBigBoss3_c, AppearDemo);
STATE_DEFINE(dAcBBigBoss3_c, Wait);
STATE_DEFINE(dAcBBigBoss3_c, Walk);
STATE_DEFINE(dAcBBigBoss3_c, Reach);
STATE_DEFINE(dAcBBigBoss3_c, Turn);
STATE_DEFINE(dAcBBigBoss3_c, ImpaAdvice);
STATE_DEFINE(dAcBBigBoss3_c, ShakeHead);
STATE_DEFINE(dAcBBigBoss3_c, HeadDamage);
STATE_DEFINE(dAcBBigBoss3_c, HeadDamageThrow);
STATE_DEFINE(dAcBBigBoss3_c, HeadPain);
STATE_DEFINE(dAcBBigBoss3_c, StunPain);
STATE_DEFINE(dAcBBigBoss3_c, DropByHand);
STATE_DEFINE(dAcBBigBoss3_c, Attack);
STATE_DEFINE(dAcBBigBoss3_c, FootBroken);
STATE_DEFINE(dAcBBigBoss3_c, BombHit);
STATE_DEFINE(dAcBBigBoss3_c, FootRecover);
STATE_DEFINE(dAcBBigBoss3_c, HeadRecover);
STATE_DEFINE(dAcBBigBoss3_c, ArmBroken);
STATE_DEFINE(dAcBBigBoss3_c, ArmRecover);
STATE_DEFINE(dAcBBigBoss3_c, Stun);
STATE_DEFINE(dAcBBigBoss3_c, StunWait);
STATE_DEFINE(dAcBBigBoss3_c, StunRecover);
STATE_DEFINE(dAcBBigBoss3_c, StunDamage);
STATE_DEFINE(dAcBBigBoss3_c, StunBombDamage);
STATE_DEFINE(dAcBBigBoss3_c, LevelUp);
STATE_DEFINE(dAcBBigBoss3_c, GuardBallista);
STATE_DEFINE(dAcBBigBoss3_c, ArmAttack);
STATE_DEFINE(dAcBBigBoss3_c, PreFly);
STATE_DEFINE(dAcBBigBoss3_c, PreFlyDemo);
STATE_DEFINE(dAcBBigBoss3_c, Fly);
STATE_DEFINE(dAcBBigBoss3_c, FlyPain);
STATE_DEFINE(dAcBBigBoss3_c, FlyFall);
STATE_DEFINE(dAcBBigBoss3_c, FlyFallGround);
STATE_DEFINE(dAcBBigBoss3_c, FlyFallGroundWait);
STATE_DEFINE(dAcBBigBoss3_c, FlyFallRecover);
STATE_DEFINE(dAcBBigBoss3_c, FlyReach);
STATE_DEFINE(dAcBBigBoss3_c, Evacuation);
STATE_DEFINE(dAcBBigBoss3_c, StoneWait);
STATE_DEFINE(dAcBBigBoss3_c, SwordGameWait);
STATE_DEFINE(dAcBBigBoss3_c, SwordGameEnd);
void dAcBBigBoss3_c::initializeState_AppearWait() {}
void dAcBBigBoss3_c::executeState_AppearWait() {}
void dAcBBigBoss3_c::finalizeState_AppearWait() {}
void dAcBBigBoss3_c::initializeState_AppearDemo() {}
void dAcBBigBoss3_c::executeState_AppearDemo() {}
void dAcBBigBoss3_c::finalizeState_AppearDemo() {}
void dAcBBigBoss3_c::initializeState_Wait() {}
void dAcBBigBoss3_c::executeState_Wait() {}
void dAcBBigBoss3_c::finalizeState_Wait() {}
void dAcBBigBoss3_c::initializeState_Walk() {}
void dAcBBigBoss3_c::executeState_Walk() {}
void dAcBBigBoss3_c::finalizeState_Walk() {}
void dAcBBigBoss3_c::initializeState_Reach() {}
void dAcBBigBoss3_c::executeState_Reach() {}
void dAcBBigBoss3_c::finalizeState_Reach() {}
void dAcBBigBoss3_c::initializeState_Turn() {}
void dAcBBigBoss3_c::executeState_Turn() {}
void dAcBBigBoss3_c::finalizeState_Turn() {}
void dAcBBigBoss3_c::initializeState_ImpaAdvice() {}
void dAcBBigBoss3_c::executeState_ImpaAdvice() {}
void dAcBBigBoss3_c::finalizeState_ImpaAdvice() {}
void dAcBBigBoss3_c::initializeState_ShakeHead() {}
void dAcBBigBoss3_c::executeState_ShakeHead() {}
void dAcBBigBoss3_c::finalizeState_ShakeHead() {}
void dAcBBigBoss3_c::initializeState_HeadDamage() {}
void dAcBBigBoss3_c::executeState_HeadDamage() {}
void dAcBBigBoss3_c::finalizeState_HeadDamage() {}
void dAcBBigBoss3_c::initializeState_HeadDamageThrow() {}
void dAcBBigBoss3_c::executeState_HeadDamageThrow() {}
void dAcBBigBoss3_c::finalizeState_HeadDamageThrow() {}
void dAcBBigBoss3_c::initializeState_HeadPain() {}
void dAcBBigBoss3_c::executeState_HeadPain() {}
void dAcBBigBoss3_c::finalizeState_HeadPain() {}
void dAcBBigBoss3_c::initializeState_StunPain() {}
void dAcBBigBoss3_c::executeState_StunPain() {}
void dAcBBigBoss3_c::finalizeState_StunPain() {}
void dAcBBigBoss3_c::initializeState_DropByHand() {}
void dAcBBigBoss3_c::executeState_DropByHand() {}
void dAcBBigBoss3_c::finalizeState_DropByHand() {}
void dAcBBigBoss3_c::initializeState_Attack() {}
void dAcBBigBoss3_c::executeState_Attack() {}
void dAcBBigBoss3_c::finalizeState_Attack() {}
void dAcBBigBoss3_c::initializeState_FootBroken() {}
void dAcBBigBoss3_c::executeState_FootBroken() {}
void dAcBBigBoss3_c::finalizeState_FootBroken() {}
void dAcBBigBoss3_c::initializeState_BombHit() {}
void dAcBBigBoss3_c::executeState_BombHit() {}
void dAcBBigBoss3_c::finalizeState_BombHit() {}
void dAcBBigBoss3_c::initializeState_FootRecover() {}
void dAcBBigBoss3_c::executeState_FootRecover() {}
void dAcBBigBoss3_c::finalizeState_FootRecover() {}
void dAcBBigBoss3_c::initializeState_HeadRecover() {}
void dAcBBigBoss3_c::executeState_HeadRecover() {}
void dAcBBigBoss3_c::finalizeState_HeadRecover() {}
void dAcBBigBoss3_c::initializeState_ArmBroken() {}
void dAcBBigBoss3_c::executeState_ArmBroken() {}
void dAcBBigBoss3_c::finalizeState_ArmBroken() {}
void dAcBBigBoss3_c::initializeState_ArmRecover() {}
void dAcBBigBoss3_c::executeState_ArmRecover() {}
void dAcBBigBoss3_c::finalizeState_ArmRecover() {}
void dAcBBigBoss3_c::initializeState_Stun() {}
void dAcBBigBoss3_c::executeState_Stun() {}
void dAcBBigBoss3_c::finalizeState_Stun() {}
void dAcBBigBoss3_c::initializeState_StunWait() {}
void dAcBBigBoss3_c::executeState_StunWait() {}
void dAcBBigBoss3_c::finalizeState_StunWait() {}
void dAcBBigBoss3_c::initializeState_StunRecover() {}
void dAcBBigBoss3_c::executeState_StunRecover() {}
void dAcBBigBoss3_c::finalizeState_StunRecover() {}
void dAcBBigBoss3_c::initializeState_StunDamage() {}
void dAcBBigBoss3_c::executeState_StunDamage() {}
void dAcBBigBoss3_c::finalizeState_StunDamage() {}
void dAcBBigBoss3_c::initializeState_StunBombDamage() {}
void dAcBBigBoss3_c::executeState_StunBombDamage() {}
void dAcBBigBoss3_c::finalizeState_StunBombDamage() {}
void dAcBBigBoss3_c::initializeState_LevelUp() {}
void dAcBBigBoss3_c::executeState_LevelUp() {}
void dAcBBigBoss3_c::finalizeState_LevelUp() {}
void dAcBBigBoss3_c::initializeState_GuardBallista() {}
void dAcBBigBoss3_c::executeState_GuardBallista() {}
void dAcBBigBoss3_c::finalizeState_GuardBallista() {}
void dAcBBigBoss3_c::initializeState_ArmAttack() {}
void dAcBBigBoss3_c::executeState_ArmAttack() {}
void dAcBBigBoss3_c::finalizeState_ArmAttack() {}
void dAcBBigBoss3_c::initializeState_PreFly() {}
void dAcBBigBoss3_c::executeState_PreFly() {}
void dAcBBigBoss3_c::finalizeState_PreFly() {}
void dAcBBigBoss3_c::initializeState_PreFlyDemo() {}
void dAcBBigBoss3_c::executeState_PreFlyDemo() {}
void dAcBBigBoss3_c::finalizeState_PreFlyDemo() {}
void dAcBBigBoss3_c::initializeState_Fly() {}
void dAcBBigBoss3_c::executeState_Fly() {}
void dAcBBigBoss3_c::finalizeState_Fly() {}
void dAcBBigBoss3_c::initializeState_FlyPain() {}
void dAcBBigBoss3_c::executeState_FlyPain() {}
void dAcBBigBoss3_c::finalizeState_FlyPain() {}
void dAcBBigBoss3_c::initializeState_FlyFall() {}
void dAcBBigBoss3_c::executeState_FlyFall() {}
void dAcBBigBoss3_c::finalizeState_FlyFall() {}
void dAcBBigBoss3_c::initializeState_FlyFallGround() {}
void dAcBBigBoss3_c::executeState_FlyFallGround() {}
void dAcBBigBoss3_c::finalizeState_FlyFallGround() {}
void dAcBBigBoss3_c::initializeState_FlyFallGroundWait() {}
void dAcBBigBoss3_c::executeState_FlyFallGroundWait() {}
void dAcBBigBoss3_c::finalizeState_FlyFallGroundWait() {}
void dAcBBigBoss3_c::initializeState_FlyFallRecover() {}
void dAcBBigBoss3_c::executeState_FlyFallRecover() {}
void dAcBBigBoss3_c::finalizeState_FlyFallRecover() {}
void dAcBBigBoss3_c::initializeState_FlyReach() {}
void dAcBBigBoss3_c::executeState_FlyReach() {}
void dAcBBigBoss3_c::finalizeState_FlyReach() {}
void dAcBBigBoss3_c::initializeState_Evacuation() {}
void dAcBBigBoss3_c::executeState_Evacuation() {}
void dAcBBigBoss3_c::finalizeState_Evacuation() {}
void dAcBBigBoss3_c::initializeState_StoneWait() {}
void dAcBBigBoss3_c::executeState_StoneWait() {}
void dAcBBigBoss3_c::finalizeState_StoneWait() {}
void dAcBBigBoss3_c::initializeState_SwordGameWait() {}
void dAcBBigBoss3_c::executeState_SwordGameWait() {}
void dAcBBigBoss3_c::finalizeState_SwordGameWait() {}
void dAcBBigBoss3_c::initializeState_SwordGameEnd() {}
void dAcBBigBoss3_c::executeState_SwordGameEnd() {}
void dAcBBigBoss3_c::finalizeState_SwordGameEnd() {}
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#include <d/a/b/d_a_b_bigbossbase.h>
SPECIAL_ACTOR_PROFILE(B_BIGBOSS_BASE, dAcBBigbossbase_c, fProfile::B_BIGBOSS_BASE, 0x9F, 0, 0);
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#include <d/a/b/d_a_b_girahimu.h>
SPECIAL_ACTOR_PROFILE(B_GIRAHIMU, dAcGirahimu_c, fProfile::B_GIRAHIMU, 0x10E, 0, 0);
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#include <d/a/b/d_a_b_girahimu2.h>
SPECIAL_ACTOR_PROFILE(B_GIRAHIMU2, dAcGirahimu2_c, fProfile::B_GIRAHIMU2, 0x10F, 0, 0);
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#include <d/a/b/d_a_b_girahimu3_base.h>
SPECIAL_ACTOR_PROFILE(B_GIRAHIMU3_BASE, dAcGirahimu3Base_c, fProfile::B_GIRAHIMU3_BASE, 0x110, 0, 0);
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#include <d/a/b/d_a_b_girahimu3_first.h>
SPECIAL_ACTOR_PROFILE(B_GIRAHIMU3_FIRST, dAcGirahimu3First_c, fProfile::B_GIRAHIMU3_FIRST, 0x111, 0, 0);
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#include <d/a/b/d_a_b_girahimu3_second.h>
SPECIAL_ACTOR_PROFILE(B_GIRAHIMU3_SECOND, dAcGirahimu3Second_c, fProfile::B_GIRAHIMU3_SECOND, 0x112, 0, 0);
STATE_DEFINE(dAcGirahimu3Second_c, Demo);
STATE_DEFINE(dAcGirahimu3Second_c, Demo2);
STATE_DEFINE(dAcGirahimu3Second_c, Wait);
STATE_DEFINE(dAcGirahimu3Second_c, Walk);
STATE_DEFINE(dAcGirahimu3Second_c, Attack);
STATE_DEFINE(dAcGirahimu3Second_c, CounterAttack);
STATE_DEFINE(dAcGirahimu3Second_c, Disturb);
STATE_DEFINE(dAcGirahimu3Second_c, SwordBeamDamage);
STATE_DEFINE(dAcGirahimu3Second_c, GuardSword);
STATE_DEFINE(dAcGirahimu3Second_c, Provoke);
STATE_DEFINE(dAcGirahimu3Second_c, KnifeReady);
STATE_DEFINE(dAcGirahimu3Second_c, KnifeAttack);
STATE_DEFINE(dAcGirahimu3Second_c, SwordBeamReady);
STATE_DEFINE(dAcGirahimu3Second_c, SwordBeamAttack);
STATE_DEFINE(dAcGirahimu3Second_c, SwordBeamRally);
STATE_DEFINE(dAcGirahimu3Second_c, GuardJust);
STATE_DEFINE(dAcGirahimu3Second_c, Damage);
STATE_DEFINE(dAcGirahimu3Second_c, SummonSword);
STATE_DEFINE(dAcGirahimu3Second_c, EscapeWarp);
void dAcGirahimu3Second_c::initializeState_Demo() {}
void dAcGirahimu3Second_c::executeState_Demo() {}
void dAcGirahimu3Second_c::finalizeState_Demo() {}
void dAcGirahimu3Second_c::initializeState_Demo2() {}
void dAcGirahimu3Second_c::executeState_Demo2() {}
void dAcGirahimu3Second_c::finalizeState_Demo2() {}
void dAcGirahimu3Second_c::initializeState_Wait() {}
void dAcGirahimu3Second_c::executeState_Wait() {}
void dAcGirahimu3Second_c::finalizeState_Wait() {}
void dAcGirahimu3Second_c::initializeState_Walk() {}
void dAcGirahimu3Second_c::executeState_Walk() {}
void dAcGirahimu3Second_c::finalizeState_Walk() {}
void dAcGirahimu3Second_c::initializeState_Attack() {}
void dAcGirahimu3Second_c::executeState_Attack() {}
void dAcGirahimu3Second_c::finalizeState_Attack() {}
void dAcGirahimu3Second_c::initializeState_CounterAttack() {}
void dAcGirahimu3Second_c::executeState_CounterAttack() {}
void dAcGirahimu3Second_c::finalizeState_CounterAttack() {}
void dAcGirahimu3Second_c::initializeState_Disturb() {}
void dAcGirahimu3Second_c::executeState_Disturb() {}
void dAcGirahimu3Second_c::finalizeState_Disturb() {}
void dAcGirahimu3Second_c::initializeState_SwordBeamDamage() {}
void dAcGirahimu3Second_c::executeState_SwordBeamDamage() {}
void dAcGirahimu3Second_c::finalizeState_SwordBeamDamage() {}
void dAcGirahimu3Second_c::initializeState_GuardSword() {}
void dAcGirahimu3Second_c::executeState_GuardSword() {}
void dAcGirahimu3Second_c::finalizeState_GuardSword() {}
void dAcGirahimu3Second_c::initializeState_Provoke() {}
void dAcGirahimu3Second_c::executeState_Provoke() {}
void dAcGirahimu3Second_c::finalizeState_Provoke() {}
void dAcGirahimu3Second_c::initializeState_KnifeReady() {}
void dAcGirahimu3Second_c::executeState_KnifeReady() {}
void dAcGirahimu3Second_c::finalizeState_KnifeReady() {}
void dAcGirahimu3Second_c::initializeState_KnifeAttack() {}
void dAcGirahimu3Second_c::executeState_KnifeAttack() {}
void dAcGirahimu3Second_c::finalizeState_KnifeAttack() {}
void dAcGirahimu3Second_c::initializeState_SwordBeamReady() {}
void dAcGirahimu3Second_c::executeState_SwordBeamReady() {}
void dAcGirahimu3Second_c::finalizeState_SwordBeamReady() {}
void dAcGirahimu3Second_c::initializeState_SwordBeamAttack() {}
void dAcGirahimu3Second_c::executeState_SwordBeamAttack() {}
void dAcGirahimu3Second_c::finalizeState_SwordBeamAttack() {}
void dAcGirahimu3Second_c::initializeState_SwordBeamRally() {}
void dAcGirahimu3Second_c::executeState_SwordBeamRally() {}
void dAcGirahimu3Second_c::finalizeState_SwordBeamRally() {}
void dAcGirahimu3Second_c::initializeState_GuardJust() {}
void dAcGirahimu3Second_c::executeState_GuardJust() {}
void dAcGirahimu3Second_c::finalizeState_GuardJust() {}
void dAcGirahimu3Second_c::initializeState_Damage() {}
void dAcGirahimu3Second_c::executeState_Damage() {}
void dAcGirahimu3Second_c::finalizeState_Damage() {}
void dAcGirahimu3Second_c::initializeState_SummonSword() {}
void dAcGirahimu3Second_c::executeState_SummonSword() {}
void dAcGirahimu3Second_c::finalizeState_SummonSword() {}
void dAcGirahimu3Second_c::initializeState_EscapeWarp() {}
void dAcGirahimu3Second_c::executeState_EscapeWarp() {}
void dAcGirahimu3Second_c::finalizeState_EscapeWarp() {}
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#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() {}
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#include <d/a/b/d_a_b_girahimu_base.h>
SPECIAL_ACTOR_PROFILE(B_GIRAHIMU_BASE, dAcGirahimuBase_c, fProfile::B_GIRAHIMU_BASE, 0x10D, 0, 0);
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#include <d/a/b/d_a_b_kr.h>
SPECIAL_ACTOR_PROFILE(B_KR, dAcBkr_c, fProfile::B_KR, 0xB7, 0, 0);
STATE_DEFINE(dAcBkr_c, StartDemo);
STATE_DEFINE(dAcBkr_c, UnderWater);
STATE_DEFINE(dAcBkr_c, Appear);
STATE_DEFINE(dAcBkr_c, Fight);
STATE_DEFINE(dAcBkr_c, Attack);
STATE_DEFINE(dAcBkr_c, AttackCrash);
STATE_DEFINE(dAcBkr_c, LastFight);
STATE_DEFINE(dAcBkr_c, LastDamage);
STATE_DEFINE(dAcBkr_c, ArmDamage);
STATE_DEFINE(dAcBkr_c, ArmDamage2);
STATE_DEFINE(dAcBkr_c, CoreDamage);
STATE_DEFINE(dAcBkr_c, SmallDamage);
STATE_DEFINE(dAcBkr_c, ArmRecover);
void dAcBkr_c::initializeState_StartDemo() {}
void dAcBkr_c::executeState_StartDemo() {}
void dAcBkr_c::finalizeState_StartDemo() {}
void dAcBkr_c::initializeState_UnderWater() {}
void dAcBkr_c::executeState_UnderWater() {}
void dAcBkr_c::finalizeState_UnderWater() {}
void dAcBkr_c::initializeState_Appear() {}
void dAcBkr_c::executeState_Appear() {}
void dAcBkr_c::finalizeState_Appear() {}
void dAcBkr_c::initializeState_Fight() {}
void dAcBkr_c::executeState_Fight() {}
void dAcBkr_c::finalizeState_Fight() {}
void dAcBkr_c::initializeState_Attack() {}
void dAcBkr_c::executeState_Attack() {}
void dAcBkr_c::finalizeState_Attack() {}
void dAcBkr_c::initializeState_AttackCrash() {}
void dAcBkr_c::executeState_AttackCrash() {}
void dAcBkr_c::finalizeState_AttackCrash() {}
void dAcBkr_c::initializeState_LastFight() {}
void dAcBkr_c::executeState_LastFight() {}
void dAcBkr_c::finalizeState_LastFight() {}
void dAcBkr_c::initializeState_LastDamage() {}
void dAcBkr_c::executeState_LastDamage() {}
void dAcBkr_c::finalizeState_LastDamage() {}
void dAcBkr_c::initializeState_ArmDamage() {}
void dAcBkr_c::executeState_ArmDamage() {}
void dAcBkr_c::finalizeState_ArmDamage() {}
void dAcBkr_c::initializeState_ArmDamage2() {}
void dAcBkr_c::executeState_ArmDamage2() {}
void dAcBkr_c::finalizeState_ArmDamage2() {}
void dAcBkr_c::initializeState_CoreDamage() {}
void dAcBkr_c::executeState_CoreDamage() {}
void dAcBkr_c::finalizeState_CoreDamage() {}
void dAcBkr_c::initializeState_SmallDamage() {}
void dAcBkr_c::executeState_SmallDamage() {}
void dAcBkr_c::finalizeState_SmallDamage() {}
void dAcBkr_c::initializeState_ArmRecover() {}
void dAcBkr_c::executeState_ArmRecover() {}
void dAcBkr_c::finalizeState_ArmRecover() {}
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#include <d/a/b/d_a_b_kr_arm.h>
SPECIAL_ACTOR_PROFILE(B_KRA, dAcBkra_c, fProfile::B_KRA, 0xB9, 0, 0);
STATE_DEFINE(dAcBkra_c, Wait);
STATE_DEFINE(dAcBkra_c, InRoom);
STATE_DEFINE(dAcBkra_c, InRoomDemo);
STATE_DEFINE(dAcBkra_c, Escape);
STATE_DEFINE(dAcBkra_c, AttackA);
STATE_DEFINE(dAcBkra_c, AttackB);
STATE_DEFINE(dAcBkra_c, Damage);
void dAcBkra_c::initializeState_Wait() {}
void dAcBkra_c::executeState_Wait() {}
void dAcBkra_c::finalizeState_Wait() {}
void dAcBkra_c::initializeState_InRoom() {}
void dAcBkra_c::executeState_InRoom() {}
void dAcBkra_c::finalizeState_InRoom() {}
void dAcBkra_c::initializeState_InRoomDemo() {}
void dAcBkra_c::executeState_InRoomDemo() {}
void dAcBkra_c::finalizeState_InRoomDemo() {}
void dAcBkra_c::initializeState_Escape() {}
void dAcBkra_c::executeState_Escape() {}
void dAcBkra_c::finalizeState_Escape() {}
void dAcBkra_c::initializeState_AttackA() {}
void dAcBkra_c::executeState_AttackA() {}
void dAcBkra_c::finalizeState_AttackA() {}
void dAcBkra_c::initializeState_AttackB() {}
void dAcBkra_c::executeState_AttackB() {}
void dAcBkra_c::finalizeState_AttackB() {}
void dAcBkra_c::initializeState_Damage() {}
void dAcBkra_c::executeState_Damage() {}
void dAcBkra_c::finalizeState_Damage() {}
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#include <d/a/b/d_a_b_kr_hair.h>
SPECIAL_ACTOR_PROFILE(B_KRH, dAcBkrh_c, fProfile::B_KRH, 0xB8, 0, 0);
STATE_DEFINE(dAcBkrh_c, Normal);
STATE_DEFINE(dAcBkrh_c, Attack);
STATE_DEFINE(dAcBkrh_c, Escape);
void dAcBkrh_c::initializeState_Normal() {}
void dAcBkrh_c::executeState_Normal() {}
void dAcBkrh_c::finalizeState_Normal() {}
void dAcBkrh_c::initializeState_Attack() {}
void dAcBkrh_c::executeState_Attack() {}
void dAcBkrh_c::finalizeState_Attack() {}
void dAcBkrh_c::initializeState_Escape() {}
void dAcBkrh_c::executeState_Escape() {}
void dAcBkrh_c::finalizeState_Escape() {}
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#include <d/a/b/d_a_b_lastboss.h>
SPECIAL_ACTOR_PROFILE(B_LASTBOSS, dAcBlastboss_c, fProfile::B_LASTBOSS, 0xBA, 0, 0);
STATE_DEFINE(dAcBlastboss_c, Fight);
STATE_DEFINE(dAcBlastboss_c, Guard);
STATE_DEFINE(dAcBlastboss_c, GuardBreak);
STATE_DEFINE(dAcBlastboss_c, Attack);
STATE_DEFINE(dAcBlastboss_c, CounterAttack);
STATE_DEFINE(dAcBlastboss_c, PunchAttack);
STATE_DEFINE(dAcBlastboss_c, DashAttack);
STATE_DEFINE(dAcBlastboss_c, SmallAttack);
STATE_DEFINE(dAcBlastboss_c, ThunderAttack);
STATE_DEFINE(dAcBlastboss_c, Damage);
STATE_DEFINE(dAcBlastboss_c, SitDamage);
STATE_DEFINE(dAcBlastboss_c, Down);
STATE_DEFINE(dAcBlastboss_c, Stun);
STATE_DEFINE(dAcBlastboss_c, ThunderWait);
void dAcBlastboss_c::initializeState_Fight() {}
void dAcBlastboss_c::executeState_Fight() {}
void dAcBlastboss_c::finalizeState_Fight() {}
void dAcBlastboss_c::initializeState_Guard() {}
void dAcBlastboss_c::executeState_Guard() {}
void dAcBlastboss_c::finalizeState_Guard() {}
void dAcBlastboss_c::initializeState_GuardBreak() {}
void dAcBlastboss_c::executeState_GuardBreak() {}
void dAcBlastboss_c::finalizeState_GuardBreak() {}
void dAcBlastboss_c::initializeState_Attack() {}
void dAcBlastboss_c::executeState_Attack() {}
void dAcBlastboss_c::finalizeState_Attack() {}
void dAcBlastboss_c::initializeState_CounterAttack() {}
void dAcBlastboss_c::executeState_CounterAttack() {}
void dAcBlastboss_c::finalizeState_CounterAttack() {}
void dAcBlastboss_c::initializeState_PunchAttack() {}
void dAcBlastboss_c::executeState_PunchAttack() {}
void dAcBlastboss_c::finalizeState_PunchAttack() {}
void dAcBlastboss_c::initializeState_DashAttack() {}
void dAcBlastboss_c::executeState_DashAttack() {}
void dAcBlastboss_c::finalizeState_DashAttack() {}
void dAcBlastboss_c::initializeState_SmallAttack() {}
void dAcBlastboss_c::executeState_SmallAttack() {}
void dAcBlastboss_c::finalizeState_SmallAttack() {}
void dAcBlastboss_c::initializeState_ThunderAttack() {}
void dAcBlastboss_c::executeState_ThunderAttack() {}
void dAcBlastboss_c::finalizeState_ThunderAttack() {}
void dAcBlastboss_c::initializeState_Damage() {}
void dAcBlastboss_c::executeState_Damage() {}
void dAcBlastboss_c::finalizeState_Damage() {}
void dAcBlastboss_c::initializeState_SitDamage() {}
void dAcBlastboss_c::executeState_SitDamage() {}
void dAcBlastboss_c::finalizeState_SitDamage() {}
void dAcBlastboss_c::initializeState_Down() {}
void dAcBlastboss_c::executeState_Down() {}
void dAcBlastboss_c::finalizeState_Down() {}
void dAcBlastboss_c::initializeState_Stun() {}
void dAcBlastboss_c::executeState_Stun() {}
void dAcBlastboss_c::finalizeState_Stun() {}
void dAcBlastboss_c::initializeState_ThunderWait() {}
void dAcBlastboss_c::executeState_ThunderWait() {}
void dAcBlastboss_c::finalizeState_ThunderWait() {}
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#include <d/a/b/d_a_b_mg.h>
SPECIAL_ACTOR_PROFILE(B_MG, dAcBmg_c, fProfile::B_MG, 0xB6, 0, 2);
STATE_DEFINE(dAcBmg_c, Start);
STATE_DEFINE(dAcBmg_c, DiveWait);
STATE_DEFINE(dAcBmg_c, Dive);
STATE_DEFINE(dAcBmg_c, DiveWalk);
STATE_DEFINE(dAcBmg_c, Fight);
STATE_DEFINE(dAcBmg_c, HandAttack);
STATE_DEFINE(dAcBmg_c, TailAttack);
STATE_DEFINE(dAcBmg_c, DiveAttack);
STATE_DEFINE(dAcBmg_c, LostArm);
STATE_DEFINE(dAcBmg_c, MiddleDemo);
STATE_DEFINE(dAcBmg_c, ArmDamage);
STATE_DEFINE(dAcBmg_c, CoreDamage);
STATE_DEFINE(dAcBmg_c, EyeBind);
STATE_DEFINE(dAcBmg_c, BombDamage);
STATE_DEFINE(dAcBmg_c, VacuumDamage);
STATE_DEFINE(dAcBmg_c, End);
void dAcBmg_c::initializeState_Start() {}
void dAcBmg_c::executeState_Start() {}
void dAcBmg_c::finalizeState_Start() {}
void dAcBmg_c::initializeState_DiveWait() {}
void dAcBmg_c::executeState_DiveWait() {}
void dAcBmg_c::finalizeState_DiveWait() {}
void dAcBmg_c::initializeState_Dive() {}
void dAcBmg_c::executeState_Dive() {}
void dAcBmg_c::finalizeState_Dive() {}
void dAcBmg_c::initializeState_DiveWalk() {}
void dAcBmg_c::executeState_DiveWalk() {}
void dAcBmg_c::finalizeState_DiveWalk() {}
void dAcBmg_c::initializeState_Fight() {}
void dAcBmg_c::executeState_Fight() {}
void dAcBmg_c::finalizeState_Fight() {}
void dAcBmg_c::initializeState_HandAttack() {}
void dAcBmg_c::executeState_HandAttack() {}
void dAcBmg_c::finalizeState_HandAttack() {}
void dAcBmg_c::initializeState_TailAttack() {}
void dAcBmg_c::executeState_TailAttack() {}
void dAcBmg_c::finalizeState_TailAttack() {}
void dAcBmg_c::initializeState_DiveAttack() {}
void dAcBmg_c::executeState_DiveAttack() {}
void dAcBmg_c::finalizeState_DiveAttack() {}
void dAcBmg_c::initializeState_LostArm() {}
void dAcBmg_c::executeState_LostArm() {}
void dAcBmg_c::finalizeState_LostArm() {}
void dAcBmg_c::initializeState_MiddleDemo() {}
void dAcBmg_c::executeState_MiddleDemo() {}
void dAcBmg_c::finalizeState_MiddleDemo() {}
void dAcBmg_c::initializeState_ArmDamage() {}
void dAcBmg_c::executeState_ArmDamage() {}
void dAcBmg_c::finalizeState_ArmDamage() {}
void dAcBmg_c::initializeState_CoreDamage() {}
void dAcBmg_c::executeState_CoreDamage() {}
void dAcBmg_c::finalizeState_CoreDamage() {}
void dAcBmg_c::initializeState_EyeBind() {}
void dAcBmg_c::executeState_EyeBind() {}
void dAcBmg_c::finalizeState_EyeBind() {}
void dAcBmg_c::initializeState_BombDamage() {}
void dAcBmg_c::executeState_BombDamage() {}
void dAcBmg_c::finalizeState_BombDamage() {}
void dAcBmg_c::initializeState_VacuumDamage() {}
void dAcBmg_c::executeState_VacuumDamage() {}
void dAcBmg_c::finalizeState_VacuumDamage() {}
void dAcBmg_c::initializeState_End() {}
void dAcBmg_c::executeState_End() {}
void dAcBmg_c::finalizeState_End() {}
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#include <d/a/b/d_a_b_nusi.h>
SPECIAL_ACTOR_PROFILE(B_NUSI, dAcNusi_c, fProfile::B_NUSI, 0xB3, 0, 0);
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#include <d/a/b/d_a_b_nusi_bullet.h>
SPECIAL_ACTOR_PROFILE(B_NUSI_BULLET, dAcNusi_Bullet_c, fProfile::B_NUSI_BULLET, 0xB5, 0, 0);
STATE_DEFINE(dAcNusi_Bullet_c, Move);
STATE_DEFINE(dAcNusi_Bullet_c, Wait);
STATE_DEFINE(dAcNusi_Bullet_c, Back);
void dAcNusi_Bullet_c::initializeState_Move() {}
void dAcNusi_Bullet_c::executeState_Move() {}
void dAcNusi_Bullet_c::finalizeState_Move() {}
void dAcNusi_Bullet_c::initializeState_Wait() {}
void dAcNusi_Bullet_c::executeState_Wait() {}
void dAcNusi_Bullet_c::finalizeState_Wait() {}
void dAcNusi_Bullet_c::initializeState_Back() {}
void dAcNusi_Bullet_c::executeState_Back() {}
void dAcNusi_Bullet_c::finalizeState_Back() {}
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#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() {}
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#include <d/a/b/d_a_b_vd.h>
SPECIAL_ACTOR_PROFILE(B_VD, dAcBvd_c, fProfile::B_VD, 0xBC, 0, 32);
STATE_DEFINE(dAcBvd_c, Opening);
STATE_DEFINE(dAcBvd_c, Wait);
STATE_DEFINE(dAcBvd_c, WaitPlayer);
STATE_DEFINE(dAcBvd_c, Run);
STATE_DEFINE(dAcBvd_c, FireAttack);
STATE_DEFINE(dAcBvd_c, Eat);
STATE_DEFINE(dAcBvd_c, Damage);
STATE_DEFINE(dAcBvd_c, BombDamage);
STATE_DEFINE(dAcBvd_c, BodyReverse);
STATE_DEFINE(dAcBvd_c, InitMove);
STATE_DEFINE(dAcBvd_c, Dead);
void dAcBvd_c::initializeState_Opening() {}
void dAcBvd_c::executeState_Opening() {}
void dAcBvd_c::finalizeState_Opening() {}
void dAcBvd_c::initializeState_Wait() {}
void dAcBvd_c::executeState_Wait() {}
void dAcBvd_c::finalizeState_Wait() {}
void dAcBvd_c::initializeState_WaitPlayer() {}
void dAcBvd_c::executeState_WaitPlayer() {}
void dAcBvd_c::finalizeState_WaitPlayer() {}
void dAcBvd_c::initializeState_Run() {}
void dAcBvd_c::executeState_Run() {}
void dAcBvd_c::finalizeState_Run() {}
void dAcBvd_c::initializeState_FireAttack() {}
void dAcBvd_c::executeState_FireAttack() {}
void dAcBvd_c::finalizeState_FireAttack() {}
void dAcBvd_c::initializeState_Eat() {}
void dAcBvd_c::executeState_Eat() {}
void dAcBvd_c::finalizeState_Eat() {}
void dAcBvd_c::initializeState_Damage() {}
void dAcBvd_c::executeState_Damage() {}
void dAcBvd_c::finalizeState_Damage() {}
void dAcBvd_c::initializeState_BombDamage() {}
void dAcBvd_c::executeState_BombDamage() {}
void dAcBvd_c::finalizeState_BombDamage() {}
void dAcBvd_c::initializeState_BodyReverse() {}
void dAcBvd_c::executeState_BodyReverse() {}
void dAcBvd_c::finalizeState_BodyReverse() {}
void dAcBvd_c::initializeState_InitMove() {}
void dAcBvd_c::executeState_InitMove() {}
void dAcBvd_c::finalizeState_InitMove() {}
void dAcBvd_c::initializeState_Dead() {}
void dAcBvd_c::executeState_Dead() {}
void dAcBvd_c::finalizeState_Dead() {}
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#include <d/a/d_a_asura_bullet.h>
SPECIAL_ACTOR_PROFILE(ASURA_BULLET, dAcAsuraBullet_c, fProfile::ASURA_BULLET, 0x11A, 0, 0);
STATE_DEFINE(dAcAsuraBullet_c, Attack);
STATE_DEFINE(dAcAsuraBullet_c, Wait);
void dAcAsuraBullet_c::initializeState_Attack() {}
void dAcAsuraBullet_c::executeState_Attack() {}
void dAcAsuraBullet_c::finalizeState_Attack() {}
void dAcAsuraBullet_c::initializeState_Wait() {}
void dAcAsuraBullet_c::executeState_Wait() {}
void dAcAsuraBullet_c::finalizeState_Wait() {}
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#include <d/a/d_a_avater_bullet.h>
SPECIAL_ACTOR_PROFILE(AVATER_BULLET, dAcAvater_Bullet_c, fProfile::AVATER_BULLET, 0xB0, 0, 0);
STATE_DEFINE(dAcAvater_Bullet_c, Move);
STATE_DEFINE(dAcAvater_Bullet_c, Wait);
void dAcAvater_Bullet_c::initializeState_Move() {}
void dAcAvater_Bullet_c::executeState_Move() {}
void dAcAvater_Bullet_c::finalizeState_Move() {}
void dAcAvater_Bullet_c::initializeState_Wait() {}
void dAcAvater_Bullet_c::executeState_Wait() {}
void dAcAvater_Bullet_c::finalizeState_Wait() {}
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#include <d/a/d_a_avater_race_mng.h>
SPECIAL_ACTOR_PROFILE(AVATER_RACE_MNG, dAvater_Race_Mng_c, fProfile::AVATER_RACE_MNG, 0xAF, 0, 2);
STATE_DEFINE(dAvater_Race_Mng_c, StartWait);
STATE_DEFINE(dAvater_Race_Mng_c, Race);
STATE_DEFINE(dAvater_Race_Mng_c, Hide);
STATE_DEFINE(dAvater_Race_Mng_c, Finish);
STATE_DEFINE(dAvater_Race_Mng_c, LevelUpDemo);
STATE_DEFINE(dAvater_Race_Mng_c, Message);
void dAvater_Race_Mng_c::initializeState_StartWait() {}
void dAvater_Race_Mng_c::executeState_StartWait() {}
void dAvater_Race_Mng_c::finalizeState_StartWait() {}
void dAvater_Race_Mng_c::initializeState_Race() {}
void dAvater_Race_Mng_c::executeState_Race() {}
void dAvater_Race_Mng_c::finalizeState_Race() {}
void dAvater_Race_Mng_c::initializeState_Hide() {}
void dAvater_Race_Mng_c::executeState_Hide() {}
void dAvater_Race_Mng_c::finalizeState_Hide() {}
void dAvater_Race_Mng_c::initializeState_Finish() {}
void dAvater_Race_Mng_c::executeState_Finish() {}
void dAvater_Race_Mng_c::finalizeState_Finish() {}
void dAvater_Race_Mng_c::initializeState_LevelUpDemo() {}
void dAvater_Race_Mng_c::executeState_LevelUpDemo() {}
void dAvater_Race_Mng_c::finalizeState_LevelUpDemo() {}
void dAvater_Race_Mng_c::initializeState_Message() {}
void dAvater_Race_Mng_c::executeState_Message() {}
void dAvater_Race_Mng_c::finalizeState_Message() {}
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#include <d/a/d_a_bird.h>
SPECIAL_ACTOR_PROFILE(BIRD, dBird_c, fProfile::BIRD, 0xA8, 0, 2);
STATE_DEFINE(dBird_c, Wait);
STATE_DEFINE(dBird_c, PreMove);
STATE_DEFINE(dBird_c, Move);
STATE_DEFINE(dBird_c, Hide);
STATE_DEFINE(dBird_c, RideDemo);
STATE_DEFINE(dBird_c, FirstRideDemo);
STATE_DEFINE(dBird_c, OutAreaDemo);
STATE_DEFINE(dBird_c, RideOff);
STATE_DEFINE(dBird_c, OnGround);
STATE_DEFINE(dBird_c, Tornado);
STATE_DEFINE(dBird_c, SaveStartDemo);
STATE_DEFINE(dBird_c, MiniGameWait);
STATE_DEFINE(dBird_c, MiniGameMove);
STATE_DEFINE(dBird_c, MiniGameEnd);
STATE_DEFINE(dBird_c, MiniGameLevelUpDemo);
void dBird_c::initializeState_Wait() {}
void dBird_c::executeState_Wait() {}
void dBird_c::finalizeState_Wait() {}
void dBird_c::initializeState_PreMove() {}
void dBird_c::executeState_PreMove() {}
void dBird_c::finalizeState_PreMove() {}
void dBird_c::initializeState_Move() {}
void dBird_c::executeState_Move() {}
void dBird_c::finalizeState_Move() {}
void dBird_c::initializeState_Hide() {}
void dBird_c::executeState_Hide() {}
void dBird_c::finalizeState_Hide() {}
void dBird_c::initializeState_RideDemo() {}
void dBird_c::executeState_RideDemo() {}
void dBird_c::finalizeState_RideDemo() {}
void dBird_c::initializeState_FirstRideDemo() {}
void dBird_c::executeState_FirstRideDemo() {}
void dBird_c::finalizeState_FirstRideDemo() {}
void dBird_c::initializeState_OutAreaDemo() {}
void dBird_c::executeState_OutAreaDemo() {}
void dBird_c::finalizeState_OutAreaDemo() {}
void dBird_c::initializeState_RideOff() {}
void dBird_c::executeState_RideOff() {}
void dBird_c::finalizeState_RideOff() {}
void dBird_c::initializeState_OnGround() {}
void dBird_c::executeState_OnGround() {}
void dBird_c::finalizeState_OnGround() {}
void dBird_c::initializeState_Tornado() {}
void dBird_c::executeState_Tornado() {}
void dBird_c::finalizeState_Tornado() {}
void dBird_c::initializeState_SaveStartDemo() {}
void dBird_c::executeState_SaveStartDemo() {}
void dBird_c::finalizeState_SaveStartDemo() {}
void dBird_c::initializeState_MiniGameWait() {}
void dBird_c::executeState_MiniGameWait() {}
void dBird_c::finalizeState_MiniGameWait() {}
void dBird_c::initializeState_MiniGameMove() {}
void dBird_c::executeState_MiniGameMove() {}
void dBird_c::finalizeState_MiniGameMove() {}
void dBird_c::initializeState_MiniGameEnd() {}
void dBird_c::executeState_MiniGameEnd() {}
void dBird_c::finalizeState_MiniGameEnd() {}
void dBird_c::initializeState_MiniGameLevelUpDemo() {}
void dBird_c::executeState_MiniGameLevelUpDemo() {}
void dBird_c::finalizeState_MiniGameLevelUpDemo() {}
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#include <d/a/d_a_bird_kobunA.h>
SPECIAL_ACTOR_PROFILE(BIRD_KOBUNA, dBird_KobunA_c, fProfile::BIRD_KOBUNA, 0xAB, 0, 2);
STATE_DEFINE(dBird_KobunA_c, Wait);
STATE_DEFINE(dBird_KobunA_c, Chase);
STATE_DEFINE(dBird_KobunA_c, FrontAttack);
STATE_DEFINE(dBird_KobunA_c, PathMove);
STATE_DEFINE(dBird_KobunA_c, LevelUpDemo);
STATE_DEFINE(dBird_KobunA_c, BodyAttack);
void dBird_KobunA_c::initializeState_Wait() {}
void dBird_KobunA_c::executeState_Wait() {}
void dBird_KobunA_c::finalizeState_Wait() {}
void dBird_KobunA_c::initializeState_Chase() {}
void dBird_KobunA_c::executeState_Chase() {}
void dBird_KobunA_c::finalizeState_Chase() {}
void dBird_KobunA_c::initializeState_FrontAttack() {}
void dBird_KobunA_c::executeState_FrontAttack() {}
void dBird_KobunA_c::finalizeState_FrontAttack() {}
void dBird_KobunA_c::initializeState_PathMove() {}
void dBird_KobunA_c::executeState_PathMove() {}
void dBird_KobunA_c::finalizeState_PathMove() {}
void dBird_KobunA_c::initializeState_LevelUpDemo() {}
void dBird_KobunA_c::executeState_LevelUpDemo() {}
void dBird_KobunA_c::finalizeState_LevelUpDemo() {}
void dBird_KobunA_c::initializeState_BodyAttack() {}
void dBird_KobunA_c::executeState_BodyAttack() {}
void dBird_KobunA_c::finalizeState_BodyAttack() {}
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#include <d/a/d_a_bird_kobunB.h>
SPECIAL_ACTOR_PROFILE(BIRD_KOBUNB, dBird_KobunB_c, fProfile::BIRD_KOBUNB, 0xAC, 0, 2);
STATE_DEFINE(dBird_KobunB_c, Wait);
STATE_DEFINE(dBird_KobunB_c, Chase);
STATE_DEFINE(dBird_KobunB_c, FrontAttack);
STATE_DEFINE(dBird_KobunB_c, PathMove);
STATE_DEFINE(dBird_KobunB_c, BodyAttack);
STATE_DEFINE(dBird_KobunB_c, LevelUpDemo);
void dBird_KobunB_c::initializeState_Wait() {}
void dBird_KobunB_c::executeState_Wait() {}
void dBird_KobunB_c::finalizeState_Wait() {}
void dBird_KobunB_c::initializeState_Chase() {}
void dBird_KobunB_c::executeState_Chase() {}
void dBird_KobunB_c::finalizeState_Chase() {}
void dBird_KobunB_c::initializeState_FrontAttack() {}
void dBird_KobunB_c::executeState_FrontAttack() {}
void dBird_KobunB_c::finalizeState_FrontAttack() {}
void dBird_KobunB_c::initializeState_PathMove() {}
void dBird_KobunB_c::executeState_PathMove() {}
void dBird_KobunB_c::finalizeState_PathMove() {}
void dBird_KobunB_c::initializeState_BodyAttack() {}
void dBird_KobunB_c::executeState_BodyAttack() {}
void dBird_KobunB_c::finalizeState_BodyAttack() {}
void dBird_KobunB_c::initializeState_LevelUpDemo() {}
void dBird_KobunB_c::executeState_LevelUpDemo() {}
void dBird_KobunB_c::finalizeState_LevelUpDemo() {}
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#include <d/a/d_a_bird_mob.h>
SPECIAL_ACTOR_PROFILE(BIRD_MOB, dAcBirdMob_c, fProfile::BIRD_MOB, 0x24F, 0, 7);
STATE_DEFINE(dAcBirdMob_c, Wait);
void dAcBirdMob_c::initializeState_Wait() {}
void dAcBirdMob_c::executeState_Wait() {}
void dAcBirdMob_c::finalizeState_Wait() {}
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#include <d/a/d_a_bird_npc.h>
SPECIAL_ACTOR_PROFILE(BIRD_NPC, dBird_Npc_c, fProfile::BIRD_NPC, 0xA9, 0, 2);
STATE_DEFINE(dBird_Npc_c, Hide);
STATE_DEFINE(dBird_Npc_c, Fly);
STATE_DEFINE(dBird_Npc_c, Chase);
void dBird_Npc_c::initializeState_Hide() {}
void dBird_Npc_c::executeState_Hide() {}
void dBird_Npc_c::finalizeState_Hide() {}
void dBird_Npc_c::initializeState_Fly() {}
void dBird_Npc_c::executeState_Fly() {}
void dBird_Npc_c::finalizeState_Fly() {}
void dBird_Npc_c::initializeState_Chase() {}
void dBird_Npc_c::executeState_Chase() {}
void dBird_Npc_c::finalizeState_Chase() {}
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#include <d/a/d_a_bird_rival.h>
SPECIAL_ACTOR_PROFILE(BIRD_RIVAL, dBird_Rival_c, fProfile::BIRD_RIVAL, 0xAA, 0, 2);
STATE_DEFINE(dBird_Rival_c, Wait);
STATE_DEFINE(dBird_Rival_c, Chase);
STATE_DEFINE(dBird_Rival_c, FrontAttack);
STATE_DEFINE(dBird_Rival_c, BodyAttack);
STATE_DEFINE(dBird_Rival_c, LevelUpDemo);
STATE_DEFINE(dBird_Rival_c, CatchDemo);
STATE_DEFINE(dBird_Rival_c, PathMove);
void dBird_Rival_c::initializeState_Wait() {}
void dBird_Rival_c::executeState_Wait() {}
void dBird_Rival_c::finalizeState_Wait() {}
void dBird_Rival_c::initializeState_Chase() {}
void dBird_Rival_c::executeState_Chase() {}
void dBird_Rival_c::finalizeState_Chase() {}
void dBird_Rival_c::initializeState_FrontAttack() {}
void dBird_Rival_c::executeState_FrontAttack() {}
void dBird_Rival_c::finalizeState_FrontAttack() {}
void dBird_Rival_c::initializeState_BodyAttack() {}
void dBird_Rival_c::executeState_BodyAttack() {}
void dBird_Rival_c::finalizeState_BodyAttack() {}
void dBird_Rival_c::initializeState_LevelUpDemo() {}
void dBird_Rival_c::executeState_LevelUpDemo() {}
void dBird_Rival_c::finalizeState_LevelUpDemo() {}
void dBird_Rival_c::initializeState_CatchDemo() {}
void dBird_Rival_c::executeState_CatchDemo() {}
void dBird_Rival_c::finalizeState_CatchDemo() {}
void dBird_Rival_c::initializeState_PathMove() {}
void dBird_Rival_c::executeState_PathMove() {}
void dBird_Rival_c::finalizeState_PathMove() {}
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#include <d/a/d_a_bird_target.h>
SPECIAL_ACTOR_PROFILE(BIRD_TARGET, dBird_Target_c, fProfile::BIRD_TARGET, 0xAD, 0, 0);
STATE_DEFINE(dBird_Target_c, Wait);
STATE_DEFINE(dBird_Target_c, Move);
STATE_DEFINE(dBird_Target_c, LevelUpDemo);
STATE_DEFINE(dBird_Target_c, NpcWait);
STATE_DEFINE(dBird_Target_c, NpcGlide);
void dBird_Target_c::initializeState_Wait() {}
void dBird_Target_c::executeState_Wait() {}
void dBird_Target_c::finalizeState_Wait() {}
void dBird_Target_c::initializeState_Move() {}
void dBird_Target_c::executeState_Move() {}
void dBird_Target_c::finalizeState_Move() {}
void dBird_Target_c::initializeState_LevelUpDemo() {}
void dBird_Target_c::executeState_LevelUpDemo() {}
void dBird_Target_c::finalizeState_LevelUpDemo() {}
void dBird_Target_c::initializeState_NpcWait() {}
void dBird_Target_c::executeState_NpcWait() {}
void dBird_Target_c::finalizeState_NpcWait() {}
void dBird_Target_c::initializeState_NpcGlide() {}
void dBird_Target_c::executeState_NpcGlide() {}
void dBird_Target_c::finalizeState_NpcGlide() {}
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#include <d/a/d_a_bird_zelda_training.h>
SPECIAL_ACTOR_PROFILE(BIRD_ZELDA_TRAINING, dBird_ZeldaTraining_c, fProfile::BIRD_ZELDA_TRAINING, 0xAE, 0, 2);
STATE_DEFINE(dBird_ZeldaTraining_c, Wait);
STATE_DEFINE(dBird_ZeldaTraining_c, Chase);
STATE_DEFINE(dBird_ZeldaTraining_c, Finish);
void dBird_ZeldaTraining_c::initializeState_Wait() {}
void dBird_ZeldaTraining_c::executeState_Wait() {}
void dBird_ZeldaTraining_c::finalizeState_Wait() {}
void dBird_ZeldaTraining_c::initializeState_Chase() {}
void dBird_ZeldaTraining_c::executeState_Chase() {}
void dBird_ZeldaTraining_c::finalizeState_Chase() {}
void dBird_ZeldaTraining_c::initializeState_Finish() {}
void dBird_ZeldaTraining_c::executeState_Finish() {}
void dBird_ZeldaTraining_c::finalizeState_Finish() {}
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#include <d/a/d_a_bombf.h>
SPECIAL_ACTOR_PROFILE(BOMBF, dAcBombf_c, fProfile::BOMBF, 0x129, 0, 4099);
STATE_DEFINE(dAcBombf_c, Wait);
void dAcBombf_c::initializeState_Wait() {}
void dAcBombf_c::executeState_Wait() {}
void dAcBombf_c::finalizeState_Wait() {}
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#include <d/a/d_a_bullet_gue.h>
SPECIAL_ACTOR_PROFILE(GUE_BULLET, dAcBulletGue_c, fProfile::GUE_BULLET, 0x105, 0, 2);
STATE_DEFINE(dAcBulletGue_c, Wait);
STATE_DEFINE(dAcBulletGue_c, Hold);
STATE_DEFINE(dAcBulletGue_c, TakeOff);
void dAcBulletGue_c::initializeState_Wait() {}
void dAcBulletGue_c::executeState_Wait() {}
void dAcBulletGue_c::finalizeState_Wait() {}
void dAcBulletGue_c::initializeState_Hold() {}
void dAcBulletGue_c::executeState_Hold() {}
void dAcBulletGue_c::finalizeState_Hold() {}
void dAcBulletGue_c::initializeState_TakeOff() {}
void dAcBulletGue_c::executeState_TakeOff() {}
void dAcBulletGue_c::finalizeState_TakeOff() {}
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#include <d/a/d_a_bullet_maguppo.h>
SPECIAL_ACTOR_PROFILE(MAGUPPO_BULLET, dAcBulletMaguppo_c, fProfile::MAGUPPO_BULLET, 0xFC, 0, 0);
STATE_DEFINE(dAcBulletMaguppo_c, Move);
void dAcBulletMaguppo_c::initializeState_Move() {}
void dAcBulletMaguppo_c::executeState_Move() {}
void dAcBulletMaguppo_c::finalizeState_Move() {}
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#include <d/a/d_a_co_test.h>
SPECIAL_ACTOR_PROFILE(CO_TEST, dAcCoTest, fProfile::CO_TEST, 0x1B4, 0, 1);
STATE_DEFINE(dAcCoTest, Wait);
void dAcCoTest::initializeState_Wait() {}
void dAcCoTest::executeState_Wait() {}
void dAcCoTest::finalizeState_Wait() {}
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#include <d/a/d_a_col_stp.h>
SPECIAL_ACTOR_PROFILE(COL_STP, dAcColStp_c, fProfile::COL_STP, 0x258, 0, 0);
dAcColStp_c::dAcColStp_c() {}
dAcColStp_c::~dAcColStp_c() {}
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#include <d/a/d_a_control.h>
SPECIAL_ACTOR_PROFILE(ENEMY_CONTROL, dAcEnCl_c, fProfile::ENEMY_CONTROL, 0xE0, 0, 0);
STATE_DEFINE(dAcEnCl_c, pathMove);
STATE_DEFINE(dAcEnCl_c, pathRoof);
STATE_DEFINE(dAcEnCl_c, pathStop);
STATE_DEFINE(dAcEnCl_c, rangeCheck_All);
STATE_DEFINE(dAcEnCl_c, infinite);
STATE_DEFINE(dAcEnCl_c, rangeMove);
STATE_DEFINE(dAcEnCl_c, rangeSearch);
void dAcEnCl_c::initializeState_pathMove() {}
void dAcEnCl_c::executeState_pathMove() {}
void dAcEnCl_c::finalizeState_pathMove() {}
void dAcEnCl_c::initializeState_pathRoof() {}
void dAcEnCl_c::executeState_pathRoof() {}
void dAcEnCl_c::finalizeState_pathRoof() {}
void dAcEnCl_c::initializeState_pathStop() {}
void dAcEnCl_c::executeState_pathStop() {}
void dAcEnCl_c::finalizeState_pathStop() {}
void dAcEnCl_c::initializeState_rangeCheck_All() {}
void dAcEnCl_c::executeState_rangeCheck_All() {}
void dAcEnCl_c::finalizeState_rangeCheck_All() {}
void dAcEnCl_c::initializeState_infinite() {}
void dAcEnCl_c::executeState_infinite() {}
void dAcEnCl_c::finalizeState_infinite() {}
void dAcEnCl_c::initializeState_rangeMove() {}
void dAcEnCl_c::executeState_rangeMove() {}
void dAcEnCl_c::finalizeState_rangeMove() {}
void dAcEnCl_c::initializeState_rangeSearch() {}
void dAcEnCl_c::executeState_rangeSearch() {}
void dAcEnCl_c::finalizeState_rangeSearch() {}
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#include <d/a/d_a_demo_npc_bird.h>
SPECIAL_ACTOR_PROFILE(DEMO_NPC_BIRD, dAcDemoNpcBird_c, fProfile::DEMO_NPC_BIRD, 0x2F, 0, 2);
STATE_DEFINE(dAcDemoNpcBird_c, Hide);
STATE_DEFINE(dAcDemoNpcBird_c, Call);
STATE_DEFINE(dAcDemoNpcBird_c, Fly1);
STATE_DEFINE(dAcDemoNpcBird_c, Fly2);
STATE_DEFINE(dAcDemoNpcBird_c, Fly3);
void dAcDemoNpcBird_c::initializeState_Hide() {}
void dAcDemoNpcBird_c::executeState_Hide() {}
void dAcDemoNpcBird_c::finalizeState_Hide() {}
void dAcDemoNpcBird_c::initializeState_Call() {}
void dAcDemoNpcBird_c::executeState_Call() {}
void dAcDemoNpcBird_c::finalizeState_Call() {}
void dAcDemoNpcBird_c::initializeState_Fly1() {}
void dAcDemoNpcBird_c::executeState_Fly1() {}
void dAcDemoNpcBird_c::finalizeState_Fly1() {}
void dAcDemoNpcBird_c::initializeState_Fly2() {}
void dAcDemoNpcBird_c::executeState_Fly2() {}
void dAcDemoNpcBird_c::finalizeState_Fly2() {}
void dAcDemoNpcBird_c::initializeState_Fly3() {}
void dAcDemoNpcBird_c::executeState_Fly3() {}
void dAcDemoNpcBird_c::finalizeState_Fly3() {}
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#include <d/a/d_a_eel.h>
SPECIAL_ACTOR_PROFILE(EEL, dAcEel_c, fProfile::EEL, 0x9C, 0, 3);
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#include <d/a/d_a_fish.h>
SPECIAL_ACTOR_PROFILE(FISH, dAcFish_c, fProfile::FISH, 0x9B, 0, 3);
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#include <d/a/d_a_fish_mgr.h>
SPECIAL_ACTOR_PROFILE(FISH_MGR, dAcFishMgr_c, fProfile::FISH_MGR, 0x9A, 0, 3);
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#include <d/a/d_a_fly_slb.h>
SPECIAL_ACTOR_PROFILE(FLY_SLB, dAcFlySlb_c, fProfile::FLY_SLB, 0x95, 0, 387);
STATE_DEFINE(dAcFlySlb_c, Fly);
void dAcFlySlb_c::initializeState_Fly() {}
void dAcFlySlb_c::executeState_Fly() {}
void dAcFlySlb_c::finalizeState_Fly() {}
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#include <d/a/d_a_girahimu_sword_beam.h>
SPECIAL_ACTOR_PROFILE(GH_SWORD_BEAM, dAcGirahimuSwordBeam_c, fProfile::GH_SWORD_BEAM, 0x116, 0, 0);
STATE_DEFINE(dAcGirahimuSwordBeam_c, BulletMove);
STATE_DEFINE(dAcGirahimuSwordBeam_c, Damage);
void dAcGirahimuSwordBeam_c::initializeState_BulletMove() {}
void dAcGirahimuSwordBeam_c::executeState_BulletMove() {}
void dAcGirahimuSwordBeam_c::finalizeState_BulletMove() {}
void dAcGirahimuSwordBeam_c::initializeState_Damage() {}
void dAcGirahimuSwordBeam_c::executeState_Damage() {}
void dAcGirahimuSwordBeam_c::finalizeState_Damage() {}
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#include <d/a/d_a_heartf.h>
SPECIAL_ACTOR_PROFILE(HEART_FLOWER, dAcHeartf_c, fProfile::HEART_FLOWER, 0x127, 0, 7);
STATE_DEFINE(dAcHeartf_c, Wait);
STATE_DEFINE(dAcHeartf_c, Wind);
STATE_DEFINE(dAcHeartf_c, Break);
STATE_DEFINE(dAcHeartf_c, Sync);
STATE_DEFINE(dAcHeartf_c, Water);
STATE_DEFINE(dAcHeartf_c, Spore);
void dAcHeartf_c::initializeState_Wait() {}
void dAcHeartf_c::executeState_Wait() {}
void dAcHeartf_c::finalizeState_Wait() {}
void dAcHeartf_c::initializeState_Wind() {}
void dAcHeartf_c::executeState_Wind() {}
void dAcHeartf_c::finalizeState_Wind() {}
void dAcHeartf_c::initializeState_Break() {}
void dAcHeartf_c::executeState_Break() {}
void dAcHeartf_c::finalizeState_Break() {}
void dAcHeartf_c::initializeState_Sync() {}
void dAcHeartf_c::executeState_Sync() {}
void dAcHeartf_c::finalizeState_Sync() {}
void dAcHeartf_c::initializeState_Water() {}
void dAcHeartf_c::executeState_Water() {}
void dAcHeartf_c::finalizeState_Water() {}
void dAcHeartf_c::initializeState_Spore() {}
void dAcHeartf_c::executeState_Spore() {}
void dAcHeartf_c::finalizeState_Spore() {}
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#include <d/a/d_a_hidory_fire.h>
SPECIAL_ACTOR_PROFILE(HIDORY_FIRE, dAcHidoryFire_c, fProfile::HIDORY_FIRE, 0x10B, 0, 0);
STATE_DEFINE(dAcHidoryFire_c, BulletMove);
STATE_DEFINE(dAcHidoryFire_c, Damage);
void dAcHidoryFire_c::initializeState_BulletMove() {}
void dAcHidoryFire_c::executeState_BulletMove() {}
void dAcHidoryFire_c::finalizeState_BulletMove() {}
void dAcHidoryFire_c::initializeState_Damage() {}
void dAcHidoryFire_c::executeState_Damage() {}
void dAcHidoryFire_c::finalizeState_Damage() {}
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#include <d/a/d_a_insect_ant.h>
SPECIAL_ACTOR_PROFILE(INSECT_ANT, dAcInsectAnt_c, fProfile::INSECT_ANT, 0x16D, 0, 3);
STATE_DEFINE(dAcInsectAnt_c, Wait);
STATE_DEFINE(dAcInsectAnt_c, Walk);
STATE_DEFINE(dAcInsectAnt_c, Escape);
STATE_DEFINE(dAcInsectAnt_c, Dig);
STATE_DEFINE(dAcInsectAnt_c, Dead);
STATE_DEFINE(dAcInsectAnt_c, Finalize);
void dAcInsectAnt_c::initializeState_Wait() {}
void dAcInsectAnt_c::executeState_Wait() {}
void dAcInsectAnt_c::finalizeState_Wait() {}
void dAcInsectAnt_c::initializeState_Walk() {}
void dAcInsectAnt_c::executeState_Walk() {}
void dAcInsectAnt_c::finalizeState_Walk() {}
void dAcInsectAnt_c::initializeState_Escape() {}
void dAcInsectAnt_c::executeState_Escape() {}
void dAcInsectAnt_c::finalizeState_Escape() {}
void dAcInsectAnt_c::initializeState_Dig() {}
void dAcInsectAnt_c::executeState_Dig() {}
void dAcInsectAnt_c::finalizeState_Dig() {}
void dAcInsectAnt_c::initializeState_Dead() {}
void dAcInsectAnt_c::executeState_Dead() {}
void dAcInsectAnt_c::finalizeState_Dead() {}
void dAcInsectAnt_c::initializeState_Finalize() {}
void dAcInsectAnt_c::executeState_Finalize() {}
void dAcInsectAnt_c::finalizeState_Finalize() {}
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#include <d/a/d_a_insect_beetle.h>
SPECIAL_ACTOR_PROFILE(INSECT_BEETLE, dAcInsectBeetle_c, fProfile::INSECT_BEETLE, 0x16A, 0, 3);
STATE_DEFINE(dAcInsectBeetle_c, Wait);
STATE_DEFINE(dAcInsectBeetle_c, Walk);
STATE_DEFINE(dAcInsectBeetle_c, Escape);
STATE_DEFINE(dAcInsectBeetle_c, Fly);
STATE_DEFINE(dAcInsectBeetle_c, Fall);
STATE_DEFINE(dAcInsectBeetle_c, Getup);
STATE_DEFINE(dAcInsectBeetle_c, Finalize);
STATE_DEFINE(dAcInsectBeetle_c, Dead);
STATE_DEFINE(dAcInsectBeetle_c, EscapeChild);
void dAcInsectBeetle_c::initializeState_Wait() {}
void dAcInsectBeetle_c::executeState_Wait() {}
void dAcInsectBeetle_c::finalizeState_Wait() {}
void dAcInsectBeetle_c::initializeState_Walk() {}
void dAcInsectBeetle_c::executeState_Walk() {}
void dAcInsectBeetle_c::finalizeState_Walk() {}
void dAcInsectBeetle_c::initializeState_Escape() {}
void dAcInsectBeetle_c::executeState_Escape() {}
void dAcInsectBeetle_c::finalizeState_Escape() {}
void dAcInsectBeetle_c::initializeState_Fly() {}
void dAcInsectBeetle_c::executeState_Fly() {}
void dAcInsectBeetle_c::finalizeState_Fly() {}
void dAcInsectBeetle_c::initializeState_Fall() {}
void dAcInsectBeetle_c::executeState_Fall() {}
void dAcInsectBeetle_c::finalizeState_Fall() {}
void dAcInsectBeetle_c::initializeState_Getup() {}
void dAcInsectBeetle_c::executeState_Getup() {}
void dAcInsectBeetle_c::finalizeState_Getup() {}
void dAcInsectBeetle_c::initializeState_Finalize() {}
void dAcInsectBeetle_c::executeState_Finalize() {}
void dAcInsectBeetle_c::finalizeState_Finalize() {}
void dAcInsectBeetle_c::initializeState_Dead() {}
void dAcInsectBeetle_c::executeState_Dead() {}
void dAcInsectBeetle_c::finalizeState_Dead() {}
void dAcInsectBeetle_c::initializeState_EscapeChild() {}
void dAcInsectBeetle_c::executeState_EscapeChild() {}
void dAcInsectBeetle_c::finalizeState_EscapeChild() {}
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#include <d/a/d_a_insect_butterfly.h>
SPECIAL_ACTOR_PROFILE(INSECT_BUTTERFLY, dAcInsectButterfly_c, fProfile::INSECT_BUTTERFLY, 0x16E, 0, 3);
STATE_DEFINE(dAcInsectButterfly_c, Move);
STATE_DEFINE(dAcInsectButterfly_c, Escape);
STATE_DEFINE(dAcInsectButterfly_c, Fly);
STATE_DEFINE(dAcInsectButterfly_c, Finalize);
STATE_DEFINE(dAcInsectButterfly_c, Dead);
void dAcInsectButterfly_c::initializeState_Move() {}
void dAcInsectButterfly_c::executeState_Move() {}
void dAcInsectButterfly_c::finalizeState_Move() {}
void dAcInsectButterfly_c::initializeState_Escape() {}
void dAcInsectButterfly_c::executeState_Escape() {}
void dAcInsectButterfly_c::finalizeState_Escape() {}
void dAcInsectButterfly_c::initializeState_Fly() {}
void dAcInsectButterfly_c::executeState_Fly() {}
void dAcInsectButterfly_c::finalizeState_Fly() {}
void dAcInsectButterfly_c::initializeState_Finalize() {}
void dAcInsectButterfly_c::executeState_Finalize() {}
void dAcInsectButterfly_c::finalizeState_Finalize() {}
void dAcInsectButterfly_c::initializeState_Dead() {}
void dAcInsectButterfly_c::executeState_Dead() {}
void dAcInsectButterfly_c::finalizeState_Dead() {}
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#include <d/a/d_a_insect_cicada.h>
SPECIAL_ACTOR_PROFILE(INSECT_CICADA, dAcInsectCicada_c, fProfile::INSECT_CICADA, 0x16C, 0, 2);
STATE_DEFINE(dAcInsectCicada_c, Wait);
STATE_DEFINE(dAcInsectCicada_c, Fly);
STATE_DEFINE(dAcInsectCicada_c, Finalize);
STATE_DEFINE(dAcInsectCicada_c, Dead);
void dAcInsectCicada_c::initializeState_Wait() {}
void dAcInsectCicada_c::executeState_Wait() {}
void dAcInsectCicada_c::finalizeState_Wait() {}
void dAcInsectCicada_c::initializeState_Fly() {}
void dAcInsectCicada_c::executeState_Fly() {}
void dAcInsectCicada_c::finalizeState_Fly() {}
void dAcInsectCicada_c::initializeState_Finalize() {}
void dAcInsectCicada_c::executeState_Finalize() {}
void dAcInsectCicada_c::finalizeState_Finalize() {}
void dAcInsectCicada_c::initializeState_Dead() {}
void dAcInsectCicada_c::executeState_Dead() {}
void dAcInsectCicada_c::finalizeState_Dead() {}
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#include <d/a/d_a_insect_dragonfly.h>
SPECIAL_ACTOR_PROFILE(INSECT_DRAGONFLY, dAcInsectDragonfly_c, fProfile::INSECT_DRAGONFLY, 0x169, 0, 3);
STATE_DEFINE(dAcInsectDragonfly_c, Wait);
STATE_DEFINE(dAcInsectDragonfly_c, Move);
STATE_DEFINE(dAcInsectDragonfly_c, Escape);
STATE_DEFINE(dAcInsectDragonfly_c, Fly);
STATE_DEFINE(dAcInsectDragonfly_c, Finalize);
STATE_DEFINE(dAcInsectDragonfly_c, Dead);
void dAcInsectDragonfly_c::initializeState_Wait() {}
void dAcInsectDragonfly_c::executeState_Wait() {}
void dAcInsectDragonfly_c::finalizeState_Wait() {}
void dAcInsectDragonfly_c::initializeState_Move() {}
void dAcInsectDragonfly_c::executeState_Move() {}
void dAcInsectDragonfly_c::finalizeState_Move() {}
void dAcInsectDragonfly_c::initializeState_Escape() {}
void dAcInsectDragonfly_c::executeState_Escape() {}
void dAcInsectDragonfly_c::finalizeState_Escape() {}
void dAcInsectDragonfly_c::initializeState_Fly() {}
void dAcInsectDragonfly_c::executeState_Fly() {}
void dAcInsectDragonfly_c::finalizeState_Fly() {}
void dAcInsectDragonfly_c::initializeState_Finalize() {}
void dAcInsectDragonfly_c::executeState_Finalize() {}
void dAcInsectDragonfly_c::finalizeState_Finalize() {}
void dAcInsectDragonfly_c::initializeState_Dead() {}
void dAcInsectDragonfly_c::executeState_Dead() {}
void dAcInsectDragonfly_c::finalizeState_Dead() {}
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#include <d/a/d_a_insect_firefly.h>
SPECIAL_ACTOR_PROFILE(INSECT_FIREFLY, dAcInsectFirefly_c, fProfile::INSECT_FIREFLY, 0x170, 0, 3);
STATE_DEFINE(dAcInsectFirefly_c, Move);
STATE_DEFINE(dAcInsectFirefly_c, Escape);
STATE_DEFINE(dAcInsectFirefly_c, Fly);
STATE_DEFINE(dAcInsectFirefly_c, Finalize);
STATE_DEFINE(dAcInsectFirefly_c, Dead);
void dAcInsectFirefly_c::initializeState_Move() {}
void dAcInsectFirefly_c::executeState_Move() {}
void dAcInsectFirefly_c::finalizeState_Move() {}
void dAcInsectFirefly_c::initializeState_Escape() {}
void dAcInsectFirefly_c::executeState_Escape() {}
void dAcInsectFirefly_c::finalizeState_Escape() {}
void dAcInsectFirefly_c::initializeState_Fly() {}
void dAcInsectFirefly_c::executeState_Fly() {}
void dAcInsectFirefly_c::finalizeState_Fly() {}
void dAcInsectFirefly_c::initializeState_Finalize() {}
void dAcInsectFirefly_c::executeState_Finalize() {}
void dAcInsectFirefly_c::finalizeState_Finalize() {}
void dAcInsectFirefly_c::initializeState_Dead() {}
void dAcInsectFirefly_c::executeState_Dead() {}
void dAcInsectFirefly_c::finalizeState_Dead() {}
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#include <d/a/d_a_insect_grasshopper.h>
SPECIAL_ACTOR_PROFILE(INSECT_GRASSHOPPER, dAcInsectGrasshopper_c, fProfile::INSECT_GRASSHOPPER, 0x16B, 0, 3);
STATE_DEFINE(dAcInsectGrasshopper_c, Wait);
STATE_DEFINE(dAcInsectGrasshopper_c, Walk);
STATE_DEFINE(dAcInsectGrasshopper_c, Jump);
STATE_DEFINE(dAcInsectGrasshopper_c, Fly);
STATE_DEFINE(dAcInsectGrasshopper_c, Finalize);
STATE_DEFINE(dAcInsectGrasshopper_c, Dead);
void dAcInsectGrasshopper_c::initializeState_Wait() {}
void dAcInsectGrasshopper_c::executeState_Wait() {}
void dAcInsectGrasshopper_c::finalizeState_Wait() {}
void dAcInsectGrasshopper_c::initializeState_Walk() {}
void dAcInsectGrasshopper_c::executeState_Walk() {}
void dAcInsectGrasshopper_c::finalizeState_Walk() {}
void dAcInsectGrasshopper_c::initializeState_Jump() {}
void dAcInsectGrasshopper_c::executeState_Jump() {}
void dAcInsectGrasshopper_c::finalizeState_Jump() {}
void dAcInsectGrasshopper_c::initializeState_Fly() {}
void dAcInsectGrasshopper_c::executeState_Fly() {}
void dAcInsectGrasshopper_c::finalizeState_Fly() {}
void dAcInsectGrasshopper_c::initializeState_Finalize() {}
void dAcInsectGrasshopper_c::executeState_Finalize() {}
void dAcInsectGrasshopper_c::finalizeState_Finalize() {}
void dAcInsectGrasshopper_c::initializeState_Dead() {}
void dAcInsectGrasshopper_c::executeState_Dead() {}
void dAcInsectGrasshopper_c::finalizeState_Dead() {}
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#include <d/a/d_a_insect_ladybug.h>
SPECIAL_ACTOR_PROFILE(INSECT_LADYBUG, dAcInsectLadybug_c, fProfile::INSECT_LADYBUG, 0x168, 0, 3);
STATE_DEFINE(dAcInsectLadybug_c, Wait);
STATE_DEFINE(dAcInsectLadybug_c, Walk);
STATE_DEFINE(dAcInsectLadybug_c, Escape);
STATE_DEFINE(dAcInsectLadybug_c, Fly);
STATE_DEFINE(dAcInsectLadybug_c, Finalize);
STATE_DEFINE(dAcInsectLadybug_c, Dead);
void dAcInsectLadybug_c::initializeState_Wait() {}
void dAcInsectLadybug_c::executeState_Wait() {}
void dAcInsectLadybug_c::finalizeState_Wait() {}
void dAcInsectLadybug_c::initializeState_Walk() {}
void dAcInsectLadybug_c::executeState_Walk() {}
void dAcInsectLadybug_c::finalizeState_Walk() {}
void dAcInsectLadybug_c::initializeState_Escape() {}
void dAcInsectLadybug_c::executeState_Escape() {}
void dAcInsectLadybug_c::finalizeState_Escape() {}
void dAcInsectLadybug_c::initializeState_Fly() {}
void dAcInsectLadybug_c::executeState_Fly() {}
void dAcInsectLadybug_c::finalizeState_Fly() {}
void dAcInsectLadybug_c::initializeState_Finalize() {}
void dAcInsectLadybug_c::executeState_Finalize() {}
void dAcInsectLadybug_c::finalizeState_Finalize() {}
void dAcInsectLadybug_c::initializeState_Dead() {}
void dAcInsectLadybug_c::executeState_Dead() {}
void dAcInsectLadybug_c::finalizeState_Dead() {}
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#include <d/a/d_a_insect_scarab.h>
SPECIAL_ACTOR_PROFILE(INSECT_SCARAB, dAcInsectScarab_c, fProfile::INSECT_SCARAB, 0x16F, 0, 3);
STATE_DEFINE(dAcInsectScarab_c, Wait);
STATE_DEFINE(dAcInsectScarab_c, Walk);
STATE_DEFINE(dAcInsectScarab_c, Escape);
STATE_DEFINE(dAcInsectScarab_c, Fly);
STATE_DEFINE(dAcInsectScarab_c, Finalize);
STATE_DEFINE(dAcInsectScarab_c, Excrement);
STATE_DEFINE(dAcInsectScarab_c, Dead);
void dAcInsectScarab_c::initializeState_Wait() {}
void dAcInsectScarab_c::executeState_Wait() {}
void dAcInsectScarab_c::finalizeState_Wait() {}
void dAcInsectScarab_c::initializeState_Walk() {}
void dAcInsectScarab_c::executeState_Walk() {}
void dAcInsectScarab_c::finalizeState_Walk() {}
void dAcInsectScarab_c::initializeState_Escape() {}
void dAcInsectScarab_c::executeState_Escape() {}
void dAcInsectScarab_c::finalizeState_Escape() {}
void dAcInsectScarab_c::initializeState_Fly() {}
void dAcInsectScarab_c::executeState_Fly() {}
void dAcInsectScarab_c::finalizeState_Fly() {}
void dAcInsectScarab_c::initializeState_Finalize() {}
void dAcInsectScarab_c::executeState_Finalize() {}
void dAcInsectScarab_c::finalizeState_Finalize() {}
void dAcInsectScarab_c::initializeState_Excrement() {}
void dAcInsectScarab_c::executeState_Excrement() {}
void dAcInsectScarab_c::finalizeState_Excrement() {}
void dAcInsectScarab_c::initializeState_Dead() {}
void dAcInsectScarab_c::executeState_Dead() {}
void dAcInsectScarab_c::finalizeState_Dead() {}
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#include <d/a/d_a_invisible.h>
SPECIAL_ACTOR_PROFILE(INVISIBLE, dAcInvisible, fProfile::INVISIBLE, 0x11D, 0, 0);
STATE_DEFINE(dAcInvisible, Wait);
void dAcInvisible::initializeState_Wait() {}
void dAcInvisible::executeState_Wait() {}
void dAcInvisible::finalizeState_Wait() {}
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#include <d/a/d_a_kanban.h>
SPECIAL_ACTOR_PROFILE(KANBAN, dAcKanban_c, fProfile::KANBAN, 0x181, 0, 3);
STATE_DEFINE(dAcKanban_c, Wait);
STATE_DEFINE(dAcKanban_c, Message);
STATE_DEFINE(dAcKanban_c, PullOut);
dAcKanban_c::dAcKanban_c() : mStateMgr(*this, sStateID::null) {}
dAcKanban_c::~dAcKanban_c() {}
void dAcKanban_c::initializeState_Wait() {}
void dAcKanban_c::executeState_Wait() {}
void dAcKanban_c::finalizeState_Wait() {}
void dAcKanban_c::initializeState_Message() {}
void dAcKanban_c::executeState_Message() {}
void dAcKanban_c::finalizeState_Message() {}
void dAcKanban_c::initializeState_PullOut() {}
void dAcKanban_c::executeState_PullOut() {}
void dAcKanban_c::finalizeState_PullOut() {}
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#include <d/a/d_a_knight_leader_bird.h>
SPECIAL_ACTOR_PROFILE(KNIGHT_LEADER_BIRD, dAcKnightLeaderBird_c, fProfile::KNIGHT_LEADER_BIRD, 0x8E, 0, 2);
STATE_DEFINE(dAcKnightLeaderBird_c, Wait);
void dAcKnightLeaderBird_c::initializeState_Wait() {}
void dAcKnightLeaderBird_c::executeState_Wait() {}
void dAcKnightLeaderBird_c::finalizeState_Wait() {}
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#include <d/a/d_a_little_bird.h>
SPECIAL_ACTOR_PROFILE(LITTLE_BIRD, dAcLittleBird_c, fProfile::LITTLE_BIRD, 0x99, 0, 391);
STATE_DEFINE(dAcLittleBird_c, Init);
STATE_DEFINE(dAcLittleBird_c, Wait);
STATE_DEFINE(dAcLittleBird_c, Scratch);
STATE_DEFINE(dAcLittleBird_c, Hop);
STATE_DEFINE(dAcLittleBird_c, Eat);
STATE_DEFINE(dAcLittleBird_c, Sing);
STATE_DEFINE(dAcLittleBird_c, PreEscape);
STATE_DEFINE(dAcLittleBird_c, PreEscape2);
STATE_DEFINE(dAcLittleBird_c, FlyReady);
STATE_DEFINE(dAcLittleBird_c, FlyEscape);
STATE_DEFINE(dAcLittleBird_c, FlyKakku);
STATE_DEFINE(dAcLittleBird_c, FlyReturn);
STATE_DEFINE(dAcLittleBird_c, LandOn);
STATE_DEFINE(dAcLittleBird_c, LandReady);
void dAcLittleBird_c::initializeState_Init() {}
void dAcLittleBird_c::executeState_Init() {}
void dAcLittleBird_c::finalizeState_Init() {}
void dAcLittleBird_c::initializeState_Wait() {}
void dAcLittleBird_c::executeState_Wait() {}
void dAcLittleBird_c::finalizeState_Wait() {}
void dAcLittleBird_c::initializeState_Scratch() {}
void dAcLittleBird_c::executeState_Scratch() {}
void dAcLittleBird_c::finalizeState_Scratch() {}
void dAcLittleBird_c::initializeState_Hop() {}
void dAcLittleBird_c::executeState_Hop() {}
void dAcLittleBird_c::finalizeState_Hop() {}
void dAcLittleBird_c::initializeState_Eat() {}
void dAcLittleBird_c::executeState_Eat() {}
void dAcLittleBird_c::finalizeState_Eat() {}
void dAcLittleBird_c::initializeState_Sing() {}
void dAcLittleBird_c::executeState_Sing() {}
void dAcLittleBird_c::finalizeState_Sing() {}
void dAcLittleBird_c::initializeState_PreEscape() {}
void dAcLittleBird_c::executeState_PreEscape() {}
void dAcLittleBird_c::finalizeState_PreEscape() {}
void dAcLittleBird_c::initializeState_PreEscape2() {}
void dAcLittleBird_c::executeState_PreEscape2() {}
void dAcLittleBird_c::finalizeState_PreEscape2() {}
void dAcLittleBird_c::initializeState_FlyReady() {}
void dAcLittleBird_c::executeState_FlyReady() {}
void dAcLittleBird_c::finalizeState_FlyReady() {}
void dAcLittleBird_c::initializeState_FlyEscape() {}
void dAcLittleBird_c::executeState_FlyEscape() {}
void dAcLittleBird_c::finalizeState_FlyEscape() {}
void dAcLittleBird_c::initializeState_FlyKakku() {}
void dAcLittleBird_c::executeState_FlyKakku() {}
void dAcLittleBird_c::finalizeState_FlyKakku() {}
void dAcLittleBird_c::initializeState_FlyReturn() {}
void dAcLittleBird_c::executeState_FlyReturn() {}
void dAcLittleBird_c::finalizeState_FlyReturn() {}
void dAcLittleBird_c::initializeState_LandOn() {}
void dAcLittleBird_c::executeState_LandOn() {}
void dAcLittleBird_c::finalizeState_LandOn() {}
void dAcLittleBird_c::initializeState_LandReady() {}
void dAcLittleBird_c::executeState_LandReady() {}
void dAcLittleBird_c::finalizeState_LandReady() {}
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#include <d/a/d_a_little_bird_mgr.h>
SPECIAL_ACTOR_PROFILE(LITTLE_BIRD_MGR, dAcLittleBirdMgr_c, fProfile::LITTLE_BIRD_MGR, 0x98, 0, 3);
STATE_DEFINE(dAcLittleBirdMgr_c, Set);
STATE_DEFINE(dAcLittleBirdMgr_c, Reset);
STATE_DEFINE(dAcLittleBirdMgr_c, Safety);
STATE_DEFINE(dAcLittleBirdMgr_c, Warning);
STATE_DEFINE(dAcLittleBirdMgr_c, Danger);
STATE_DEFINE(dAcLittleBirdMgr_c, Kill);
void dAcLittleBirdMgr_c::initializeState_Set() {}
void dAcLittleBirdMgr_c::executeState_Set() {}
void dAcLittleBirdMgr_c::finalizeState_Set() {}
void dAcLittleBirdMgr_c::initializeState_Reset() {}
void dAcLittleBirdMgr_c::executeState_Reset() {}
void dAcLittleBirdMgr_c::finalizeState_Reset() {}
void dAcLittleBirdMgr_c::initializeState_Safety() {}
void dAcLittleBirdMgr_c::executeState_Safety() {}
void dAcLittleBirdMgr_c::finalizeState_Safety() {}
void dAcLittleBirdMgr_c::initializeState_Warning() {}
void dAcLittleBirdMgr_c::executeState_Warning() {}
void dAcLittleBirdMgr_c::finalizeState_Warning() {}
void dAcLittleBirdMgr_c::initializeState_Danger() {}
void dAcLittleBirdMgr_c::executeState_Danger() {}
void dAcLittleBirdMgr_c::finalizeState_Danger() {}
void dAcLittleBirdMgr_c::initializeState_Kill() {}
void dAcLittleBirdMgr_c::executeState_Kill() {}
void dAcLittleBirdMgr_c::finalizeState_Kill() {}
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#include <d/a/d_a_message.h>
SPECIAL_ACTOR_PROFILE(MESSAGE_ACTOR, dAcMessage_c, fProfile::MESSAGE_ACTOR, 0x289, 0, 0);
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#include <d/a/d_a_morita_test.h>
SPECIAL_ACTOR_PROFILE(J_TEST, dAcJtest_c, fProfile::J_TEST, 0xBB, 0, 2);
STATE_DEFINE(dAcJtest_c, FishNormalSwim);
STATE_DEFINE(dAcJtest_c, FishEscapeSwim);
STATE_DEFINE(dAcJtest_c, EelNormalSwim);
STATE_DEFINE(dAcJtest_c, EelEscapeSwim);
STATE_DEFINE(dAcJtest_c, GunkanuoSwim);
STATE_DEFINE(dAcJtest_c, SkyTailFly);
STATE_DEFINE(dAcJtest_c, BirdFly);
STATE_DEFINE(dAcJtest_c, Remly);
STATE_DEFINE(dAcJtest_c, OctaGrass);
STATE_DEFINE(dAcJtest_c, WaterDragon);
void dAcJtest_c::initializeState_FishNormalSwim() {}
void dAcJtest_c::executeState_FishNormalSwim() {}
void dAcJtest_c::finalizeState_FishNormalSwim() {}
void dAcJtest_c::initializeState_FishEscapeSwim() {}
void dAcJtest_c::executeState_FishEscapeSwim() {}
void dAcJtest_c::finalizeState_FishEscapeSwim() {}
void dAcJtest_c::initializeState_EelNormalSwim() {}
void dAcJtest_c::executeState_EelNormalSwim() {}
void dAcJtest_c::finalizeState_EelNormalSwim() {}
void dAcJtest_c::initializeState_EelEscapeSwim() {}
void dAcJtest_c::executeState_EelEscapeSwim() {}
void dAcJtest_c::finalizeState_EelEscapeSwim() {}
void dAcJtest_c::initializeState_GunkanuoSwim() {}
void dAcJtest_c::executeState_GunkanuoSwim() {}
void dAcJtest_c::finalizeState_GunkanuoSwim() {}
void dAcJtest_c::initializeState_SkyTailFly() {}
void dAcJtest_c::executeState_SkyTailFly() {}
void dAcJtest_c::finalizeState_SkyTailFly() {}
void dAcJtest_c::initializeState_BirdFly() {}
void dAcJtest_c::executeState_BirdFly() {}
void dAcJtest_c::finalizeState_BirdFly() {}
void dAcJtest_c::initializeState_Remly() {}
void dAcJtest_c::executeState_Remly() {}
void dAcJtest_c::finalizeState_Remly() {}
void dAcJtest_c::initializeState_OctaGrass() {}
void dAcJtest_c::executeState_OctaGrass() {}
void dAcJtest_c::finalizeState_OctaGrass() {}
void dAcJtest_c::initializeState_WaterDragon() {}
void dAcJtest_c::executeState_WaterDragon() {}
void dAcJtest_c::finalizeState_WaterDragon() {}
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#include <d/a/d_a_nusi_base.h>
SPECIAL_ACTOR_PROFILE(NUSI_BASE, dAcNusiBase_c, fProfile::NUSI_BASE, 0xB1, 0, 0);
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#include <d/a/d_a_nusi_npc.h>
SPECIAL_ACTOR_PROFILE(NUSI_NPC, dAcNusiNpc_c, fProfile::NUSI_NPC, 0xB2, 0, 2);
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#include <d/a/d_a_or_cannon_bullet.h>
SPECIAL_ACTOR_PROFILE(OR_CANN_BULLET, dAcOrCannBullet_c, fProfile::OR_CANN_BULLET, 0xF5, 0, 2);
STATE_DEFINE(dAcOrCannBullet_c, Wait);
void dAcOrCannBullet_c::initializeState_Wait() {}
void dAcOrCannBullet_c::executeState_Wait() {}
void dAcOrCannBullet_c::finalizeState_Wait() {}
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#include <d/a/d_a_pumpkin.h>
SPECIAL_ACTOR_PROFILE(PUMPKIN, dAcPumpkin_c, fProfile::PUMPKIN, 0x134, 0, 3);
STATE_DEFINE(dAcPumpkin_c, Stick);
STATE_DEFINE(dAcPumpkin_c, Wait);
STATE_DEFINE(dAcPumpkin_c, CarryGrab);
STATE_DEFINE(dAcPumpkin_c, StickSword);
STATE_DEFINE(dAcPumpkin_c, Throw);
STATE_DEFINE(dAcPumpkin_c, Roll);
STATE_DEFINE(dAcPumpkin_c, CarryBeetle);
STATE_DEFINE(dAcPumpkin_c, CarryWhip);
void dAcPumpkin_c::initializeState_Stick() {}
void dAcPumpkin_c::executeState_Stick() {}
void dAcPumpkin_c::finalizeState_Stick() {}
void dAcPumpkin_c::initializeState_Wait() {}
void dAcPumpkin_c::executeState_Wait() {}
void dAcPumpkin_c::finalizeState_Wait() {}
void dAcPumpkin_c::initializeState_CarryGrab() {}
void dAcPumpkin_c::executeState_CarryGrab() {}
void dAcPumpkin_c::finalizeState_CarryGrab() {}
void dAcPumpkin_c::initializeState_StickSword() {}
void dAcPumpkin_c::executeState_StickSword() {}
void dAcPumpkin_c::finalizeState_StickSword() {}
void dAcPumpkin_c::initializeState_Throw() {}
void dAcPumpkin_c::executeState_Throw() {}
void dAcPumpkin_c::finalizeState_Throw() {}
void dAcPumpkin_c::initializeState_Roll() {}
void dAcPumpkin_c::executeState_Roll() {}
void dAcPumpkin_c::finalizeState_Roll() {}
void dAcPumpkin_c::initializeState_CarryBeetle() {}
void dAcPumpkin_c::executeState_CarryBeetle() {}
void dAcPumpkin_c::finalizeState_CarryBeetle() {}
void dAcPumpkin_c::initializeState_CarryWhip() {}
void dAcPumpkin_c::executeState_CarryWhip() {}
void dAcPumpkin_c::finalizeState_CarryWhip() {}
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#include <d/a/d_a_shop_sample.h>
SPECIAL_ACTOR_PROFILE(SHOP_SAMPLE, dAcShopSample_c, fProfile::SHOP_SAMPLE, 0x276, 0, 3);
STATE_DEFINE(dAcShopSample_c, Wait);
STATE_DEFINE(dAcShopSample_c, PickUp);
STATE_DEFINE(dAcShopSample_c, PickingUp);
STATE_DEFINE(dAcShopSample_c, PutBack);
void dAcShopSample_c::initializeState_Wait() {}
void dAcShopSample_c::executeState_Wait() {}
void dAcShopSample_c::finalizeState_Wait() {}
void dAcShopSample_c::initializeState_PickUp() {}
void dAcShopSample_c::executeState_PickUp() {}
void dAcShopSample_c::finalizeState_PickUp() {}
void dAcShopSample_c::initializeState_PickingUp() {}
void dAcShopSample_c::executeState_PickingUp() {}
void dAcShopSample_c::finalizeState_PickingUp() {}
void dAcShopSample_c::initializeState_PutBack() {}
void dAcShopSample_c::executeState_PutBack() {}
void dAcShopSample_c::finalizeState_PutBack() {}
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#include <d/a/e/d_a_e_am.h>
SPECIAL_ACTOR_PROFILE(E_AM, dAcEAm_c, fProfile::E_AM, 0xC1, 0, 4131);
STATE_DEFINE(dAcEAm_c, Stop);
STATE_DEFINE(dAcEAm_c, Appear);
STATE_DEFINE(dAcEAm_c, StartWait);
STATE_DEFINE(dAcEAm_c, Normal);
STATE_DEFINE(dAcEAm_c, RetMove);
STATE_DEFINE(dAcEAm_c, LongJump);
STATE_DEFINE(dAcEAm_c, Wait);
STATE_DEFINE(dAcEAm_c, Chance);
STATE_DEFINE(dAcEAm_c, ChanceWait);
STATE_DEFINE(dAcEAm_c, Damage);
STATE_DEFINE(dAcEAm_c, Dead);
void dAcEAm_c::initializeState_Stop() {}
void dAcEAm_c::executeState_Stop() {}
void dAcEAm_c::finalizeState_Stop() {}
void dAcEAm_c::initializeState_Appear() {}
void dAcEAm_c::executeState_Appear() {}
void dAcEAm_c::finalizeState_Appear() {}
void dAcEAm_c::initializeState_StartWait() {}
void dAcEAm_c::executeState_StartWait() {}
void dAcEAm_c::finalizeState_StartWait() {}
void dAcEAm_c::initializeState_Normal() {}
void dAcEAm_c::executeState_Normal() {}
void dAcEAm_c::finalizeState_Normal() {}
void dAcEAm_c::initializeState_RetMove() {}
void dAcEAm_c::executeState_RetMove() {}
void dAcEAm_c::finalizeState_RetMove() {}
void dAcEAm_c::initializeState_LongJump() {}
void dAcEAm_c::executeState_LongJump() {}
void dAcEAm_c::finalizeState_LongJump() {}
void dAcEAm_c::initializeState_Wait() {}
void dAcEAm_c::executeState_Wait() {}
void dAcEAm_c::finalizeState_Wait() {}
void dAcEAm_c::initializeState_Chance() {}
void dAcEAm_c::executeState_Chance() {}
void dAcEAm_c::finalizeState_Chance() {}
void dAcEAm_c::initializeState_ChanceWait() {}
void dAcEAm_c::executeState_ChanceWait() {}
void dAcEAm_c::finalizeState_ChanceWait() {}
void dAcEAm_c::initializeState_Damage() {}
void dAcEAm_c::executeState_Damage() {}
void dAcEAm_c::finalizeState_Damage() {}
void dAcEAm_c::initializeState_Dead() {}
void dAcEAm_c::executeState_Dead() {}
void dAcEAm_c::finalizeState_Dead() {}
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#include <d/a/e/d_a_e_battleshipfish.h>
SPECIAL_ACTOR_PROFILE(E_BFISH, dAcEbfish_c, fProfile::E_BFISH, 0xE9, 0, 4098);
STATE_DEFINE(dAcEbfish_c, Wait);
STATE_DEFINE(dAcEbfish_c, Move);
STATE_DEFINE(dAcEbfish_c, Find);
STATE_DEFINE(dAcEbfish_c, Attack);
STATE_DEFINE(dAcEbfish_c, Piyo);
STATE_DEFINE(dAcEbfish_c, NoDamage);
STATE_DEFINE(dAcEbfish_c, Dead);
STATE_DEFINE(dAcEbfish_c, BirthWait);
void dAcEbfish_c::initializeState_Wait() {}
void dAcEbfish_c::executeState_Wait() {}
void dAcEbfish_c::finalizeState_Wait() {}
void dAcEbfish_c::initializeState_Move() {}
void dAcEbfish_c::executeState_Move() {}
void dAcEbfish_c::finalizeState_Move() {}
void dAcEbfish_c::initializeState_Find() {}
void dAcEbfish_c::executeState_Find() {}
void dAcEbfish_c::finalizeState_Find() {}
void dAcEbfish_c::initializeState_Attack() {}
void dAcEbfish_c::executeState_Attack() {}
void dAcEbfish_c::finalizeState_Attack() {}
void dAcEbfish_c::initializeState_Piyo() {}
void dAcEbfish_c::executeState_Piyo() {}
void dAcEbfish_c::finalizeState_Piyo() {}
void dAcEbfish_c::initializeState_NoDamage() {}
void dAcEbfish_c::executeState_NoDamage() {}
void dAcEbfish_c::finalizeState_NoDamage() {}
void dAcEbfish_c::initializeState_Dead() {}
void dAcEbfish_c::executeState_Dead() {}
void dAcEbfish_c::finalizeState_Dead() {}
void dAcEbfish_c::initializeState_BirthWait() {}
void dAcEbfish_c::executeState_BirthWait() {}
void dAcEbfish_c::finalizeState_BirthWait() {}
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#include <d/a/e/d_a_e_bc.h>
SPECIAL_ACTOR_PROFILE(E_BC, dAcEbc_c, fProfile::E_BC, 0xD0, 0, 4099);
STATE_DEFINE(dAcEbc_c, Standby);
STATE_DEFINE(dAcEbc_c, Home);
STATE_DEFINE(dAcEbc_c, Normal);
STATE_DEFINE(dAcEbc_c, Lantern);
STATE_DEFINE(dAcEbc_c, Yagura);
STATE_DEFINE(dAcEbc_c, Path);
STATE_DEFINE(dAcEbc_c, LanternPath);
STATE_DEFINE(dAcEbc_c, RopeWalk);
STATE_DEFINE(dAcEbc_c, FightStart);
STATE_DEFINE(dAcEbc_c, FindCall);
STATE_DEFINE(dAcEbc_c, Fight);
STATE_DEFINE(dAcEbc_c, Attack);
STATE_DEFINE(dAcEbc_c, BigAttack);
STATE_DEFINE(dAcEbc_c, StepAttack);
STATE_DEFINE(dAcEbc_c, RockAttack);
STATE_DEFINE(dAcEbc_c, CarryDamage);
STATE_DEFINE(dAcEbc_c, Damage);
STATE_DEFINE(dAcEbc_c, AirDamage);
STATE_DEFINE(dAcEbc_c, Fire);
STATE_DEFINE(dAcEbc_c, Fail);
STATE_DEFINE(dAcEbc_c, Fall);
STATE_DEFINE(dAcEbc_c, BombAction);
STATE_DEFINE(dAcEbc_c, StabGuard);
STATE_DEFINE(dAcEbc_c, Stun);
STATE_DEFINE(dAcEbc_c, BeeDamage);
STATE_DEFINE(dAcEbc_c, WhipCapture);
STATE_DEFINE(dAcEbc_c, WakidasiWait);
STATE_DEFINE(dAcEbc_c, SlopeSlide);
STATE_DEFINE(dAcEbc_c, Drop);
STATE_DEFINE(dAcEbc_c, MastDrop);
STATE_DEFINE(dAcEbc_c, AStandby);
STATE_DEFINE(dAcEbc_c, AFindCall);
STATE_DEFINE(dAcEbc_c, APath);
STATE_DEFINE(dAcEbc_c, AAttack);
STATE_DEFINE(dAcEbc_c, ADamage);
void dAcEbc_c::initializeState_Standby() {}
void dAcEbc_c::executeState_Standby() {}
void dAcEbc_c::finalizeState_Standby() {}
void dAcEbc_c::initializeState_Home() {}
void dAcEbc_c::executeState_Home() {}
void dAcEbc_c::finalizeState_Home() {}
void dAcEbc_c::initializeState_Normal() {}
void dAcEbc_c::executeState_Normal() {}
void dAcEbc_c::finalizeState_Normal() {}
void dAcEbc_c::initializeState_Lantern() {}
void dAcEbc_c::executeState_Lantern() {}
void dAcEbc_c::finalizeState_Lantern() {}
void dAcEbc_c::initializeState_Yagura() {}
void dAcEbc_c::executeState_Yagura() {}
void dAcEbc_c::finalizeState_Yagura() {}
void dAcEbc_c::initializeState_Path() {}
void dAcEbc_c::executeState_Path() {}
void dAcEbc_c::finalizeState_Path() {}
void dAcEbc_c::initializeState_LanternPath() {}
void dAcEbc_c::executeState_LanternPath() {}
void dAcEbc_c::finalizeState_LanternPath() {}
void dAcEbc_c::initializeState_RopeWalk() {}
void dAcEbc_c::executeState_RopeWalk() {}
void dAcEbc_c::finalizeState_RopeWalk() {}
void dAcEbc_c::initializeState_FightStart() {}
void dAcEbc_c::executeState_FightStart() {}
void dAcEbc_c::finalizeState_FightStart() {}
void dAcEbc_c::initializeState_FindCall() {}
void dAcEbc_c::executeState_FindCall() {}
void dAcEbc_c::finalizeState_FindCall() {}
void dAcEbc_c::initializeState_Fight() {}
void dAcEbc_c::executeState_Fight() {}
void dAcEbc_c::finalizeState_Fight() {}
void dAcEbc_c::initializeState_Attack() {}
void dAcEbc_c::executeState_Attack() {}
void dAcEbc_c::finalizeState_Attack() {}
void dAcEbc_c::initializeState_BigAttack() {}
void dAcEbc_c::executeState_BigAttack() {}
void dAcEbc_c::finalizeState_BigAttack() {}
void dAcEbc_c::initializeState_StepAttack() {}
void dAcEbc_c::executeState_StepAttack() {}
void dAcEbc_c::finalizeState_StepAttack() {}
void dAcEbc_c::initializeState_RockAttack() {}
void dAcEbc_c::executeState_RockAttack() {}
void dAcEbc_c::finalizeState_RockAttack() {}
void dAcEbc_c::initializeState_CarryDamage() {}
void dAcEbc_c::executeState_CarryDamage() {}
void dAcEbc_c::finalizeState_CarryDamage() {}
void dAcEbc_c::initializeState_Damage() {}
void dAcEbc_c::executeState_Damage() {}
void dAcEbc_c::finalizeState_Damage() {}
void dAcEbc_c::initializeState_AirDamage() {}
void dAcEbc_c::executeState_AirDamage() {}
void dAcEbc_c::finalizeState_AirDamage() {}
void dAcEbc_c::initializeState_Fire() {}
void dAcEbc_c::executeState_Fire() {}
void dAcEbc_c::finalizeState_Fire() {}
void dAcEbc_c::initializeState_Fail() {}
void dAcEbc_c::executeState_Fail() {}
void dAcEbc_c::finalizeState_Fail() {}
void dAcEbc_c::initializeState_Fall() {}
void dAcEbc_c::executeState_Fall() {}
void dAcEbc_c::finalizeState_Fall() {}
void dAcEbc_c::initializeState_BombAction() {}
void dAcEbc_c::executeState_BombAction() {}
void dAcEbc_c::finalizeState_BombAction() {}
void dAcEbc_c::initializeState_StabGuard() {}
void dAcEbc_c::executeState_StabGuard() {}
void dAcEbc_c::finalizeState_StabGuard() {}
void dAcEbc_c::initializeState_Stun() {}
void dAcEbc_c::executeState_Stun() {}
void dAcEbc_c::finalizeState_Stun() {}
void dAcEbc_c::initializeState_BeeDamage() {}
void dAcEbc_c::executeState_BeeDamage() {}
void dAcEbc_c::finalizeState_BeeDamage() {}
void dAcEbc_c::initializeState_WhipCapture() {}
void dAcEbc_c::executeState_WhipCapture() {}
void dAcEbc_c::finalizeState_WhipCapture() {}
void dAcEbc_c::initializeState_WakidasiWait() {}
void dAcEbc_c::executeState_WakidasiWait() {}
void dAcEbc_c::finalizeState_WakidasiWait() {}
void dAcEbc_c::initializeState_SlopeSlide() {}
void dAcEbc_c::executeState_SlopeSlide() {}
void dAcEbc_c::finalizeState_SlopeSlide() {}
void dAcEbc_c::initializeState_Drop() {}
void dAcEbc_c::executeState_Drop() {}
void dAcEbc_c::finalizeState_Drop() {}
void dAcEbc_c::initializeState_MastDrop() {}
void dAcEbc_c::executeState_MastDrop() {}
void dAcEbc_c::finalizeState_MastDrop() {}
void dAcEbc_c::initializeState_AStandby() {}
void dAcEbc_c::executeState_AStandby() {}
void dAcEbc_c::finalizeState_AStandby() {}
void dAcEbc_c::initializeState_AFindCall() {}
void dAcEbc_c::executeState_AFindCall() {}
void dAcEbc_c::finalizeState_AFindCall() {}
void dAcEbc_c::initializeState_APath() {}
void dAcEbc_c::executeState_APath() {}
void dAcEbc_c::finalizeState_APath() {}
void dAcEbc_c::initializeState_AAttack() {}
void dAcEbc_c::executeState_AAttack() {}
void dAcEbc_c::finalizeState_AAttack() {}
void dAcEbc_c::initializeState_ADamage() {}
void dAcEbc_c::executeState_ADamage() {}
void dAcEbc_c::finalizeState_ADamage() {}
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#include <d/a/e/d_a_e_bc_arrow.h>
SPECIAL_ACTOR_PROFILE(E_BCARROW, dAcEbcarrow_c, fProfile::E_BCARROW, 0xD3, 0, 2);
STATE_DEFINE(dAcEbcarrow_c, Move);
void dAcEbcarrow_c::initializeState_Move() {}
void dAcEbcarrow_c::executeState_Move() {}
void dAcEbcarrow_c::finalizeState_Move() {}
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#include <d/a/e/d_a_e_bcal.h>
SPECIAL_ACTOR_PROFILE(E_BCAL, dAcEbcaL_c, fProfile::E_BCAL, 0xD2, 0, 2);
STATE_DEFINE(dAcEbcaL_c, Standby);
STATE_DEFINE(dAcEbcaL_c, Attack);
STATE_DEFINE(dAcEbcaL_c, Damage);
STATE_DEFINE(dAcEbcaL_c, Hit);
STATE_DEFINE(dAcEbcaL_c, Lead);
STATE_DEFINE(dAcEbcaL_c, Stun);
STATE_DEFINE(dAcEbcaL_c, AirDamage);
STATE_DEFINE(dAcEbcaL_c, Fail);
STATE_DEFINE(dAcEbcaL_c, StabGuard);
void dAcEbcaL_c::initializeState_Standby() {}
void dAcEbcaL_c::executeState_Standby() {}
void dAcEbcaL_c::finalizeState_Standby() {}
void dAcEbcaL_c::initializeState_Attack() {}
void dAcEbcaL_c::executeState_Attack() {}
void dAcEbcaL_c::finalizeState_Attack() {}
void dAcEbcaL_c::initializeState_Damage() {}
void dAcEbcaL_c::executeState_Damage() {}
void dAcEbcaL_c::finalizeState_Damage() {}
void dAcEbcaL_c::initializeState_Hit() {}
void dAcEbcaL_c::executeState_Hit() {}
void dAcEbcaL_c::finalizeState_Hit() {}
void dAcEbcaL_c::initializeState_Lead() {}
void dAcEbcaL_c::executeState_Lead() {}
void dAcEbcaL_c::finalizeState_Lead() {}
void dAcEbcaL_c::initializeState_Stun() {}
void dAcEbcaL_c::executeState_Stun() {}
void dAcEbcaL_c::finalizeState_Stun() {}
void dAcEbcaL_c::initializeState_AirDamage() {}
void dAcEbcaL_c::executeState_AirDamage() {}
void dAcEbcaL_c::finalizeState_AirDamage() {}
void dAcEbcaL_c::initializeState_Fail() {}
void dAcEbcaL_c::executeState_Fail() {}
void dAcEbcaL_c::finalizeState_Fail() {}
void dAcEbcaL_c::initializeState_StabGuard() {}
void dAcEbcaL_c::executeState_StabGuard() {}
void dAcEbcaL_c::finalizeState_StabGuard() {}
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#include <d/a/e/d_a_e_bcal_arrow.h>
SPECIAL_ACTOR_PROFILE(E_BCALARROW, dAcEbcalarrow_c, fProfile::E_BCALARROW, 0xD4, 0, 2);
STATE_DEFINE(dAcEbcalarrow_c, Move);
void dAcEbcalarrow_c::initializeState_Move() {}
void dAcEbcalarrow_c::executeState_Move() {}
void dAcEbcalarrow_c::finalizeState_Move() {}
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#include <d/a/e/d_a_e_bce.h>
SPECIAL_ACTOR_PROFILE(E_BCE, dAcEbce_c, fProfile::E_BCE, 0xD1, 0, 4099);
STATE_DEFINE(dAcEbce_c, Standby);
STATE_DEFINE(dAcEbce_c, Home);
STATE_DEFINE(dAcEbce_c, Normal);
STATE_DEFINE(dAcEbce_c, Path);
STATE_DEFINE(dAcEbce_c, FightStart);
STATE_DEFINE(dAcEbce_c, Fight);
STATE_DEFINE(dAcEbce_c, Attack);
STATE_DEFINE(dAcEbce_c, StepAttack);
STATE_DEFINE(dAcEbce_c, Damage);
STATE_DEFINE(dAcEbce_c, AirDamage);
STATE_DEFINE(dAcEbce_c, Fail);
STATE_DEFINE(dAcEbce_c, BombAction);
STATE_DEFINE(dAcEbce_c, StabGuard);
STATE_DEFINE(dAcEbce_c, Stun);
STATE_DEFINE(dAcEbce_c, Drop);
void dAcEbce_c::initializeState_Standby() {}
void dAcEbce_c::executeState_Standby() {}
void dAcEbce_c::finalizeState_Standby() {}
void dAcEbce_c::initializeState_Home() {}
void dAcEbce_c::executeState_Home() {}
void dAcEbce_c::finalizeState_Home() {}
void dAcEbce_c::initializeState_Normal() {}
void dAcEbce_c::executeState_Normal() {}
void dAcEbce_c::finalizeState_Normal() {}
void dAcEbce_c::initializeState_Path() {}
void dAcEbce_c::executeState_Path() {}
void dAcEbce_c::finalizeState_Path() {}
void dAcEbce_c::initializeState_FightStart() {}
void dAcEbce_c::executeState_FightStart() {}
void dAcEbce_c::finalizeState_FightStart() {}
void dAcEbce_c::initializeState_Fight() {}
void dAcEbce_c::executeState_Fight() {}
void dAcEbce_c::finalizeState_Fight() {}
void dAcEbce_c::initializeState_Attack() {}
void dAcEbce_c::executeState_Attack() {}
void dAcEbce_c::finalizeState_Attack() {}
void dAcEbce_c::initializeState_StepAttack() {}
void dAcEbce_c::executeState_StepAttack() {}
void dAcEbce_c::finalizeState_StepAttack() {}
void dAcEbce_c::initializeState_Damage() {}
void dAcEbce_c::executeState_Damage() {}
void dAcEbce_c::finalizeState_Damage() {}
void dAcEbce_c::initializeState_AirDamage() {}
void dAcEbce_c::executeState_AirDamage() {}
void dAcEbce_c::finalizeState_AirDamage() {}
void dAcEbce_c::initializeState_Fail() {}
void dAcEbce_c::executeState_Fail() {}
void dAcEbce_c::finalizeState_Fail() {}
void dAcEbce_c::initializeState_BombAction() {}
void dAcEbce_c::executeState_BombAction() {}
void dAcEbce_c::finalizeState_BombAction() {}
void dAcEbce_c::initializeState_StabGuard() {}
void dAcEbce_c::executeState_StabGuard() {}
void dAcEbce_c::finalizeState_StabGuard() {}
void dAcEbce_c::initializeState_Stun() {}
void dAcEbce_c::executeState_Stun() {}
void dAcEbce_c::finalizeState_Stun() {}
void dAcEbce_c::initializeState_Drop() {}
void dAcEbce_c::executeState_Drop() {}
void dAcEbce_c::finalizeState_Drop() {}
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#include <d/a/e/d_a_e_bcz.h>
SPECIAL_ACTOR_PROFILE(E_BCZ, dAcEBcZ_c, fProfile::E_BCZ, 0xD6, 0, 3);
STATE_DEFINE(dAcEBcZ_c, Arise);
STATE_DEFINE(dAcEBcZ_c, Wait);
STATE_DEFINE(dAcEBcZ_c, Walk);
STATE_DEFINE(dAcEBcZ_c, Find);
STATE_DEFINE(dAcEBcZ_c, Chase);
STATE_DEFINE(dAcEBcZ_c, HoldAttack);
STATE_DEFINE(dAcEBcZ_c, HoldStart);
STATE_DEFINE(dAcEBcZ_c, HoldWait);
STATE_DEFINE(dAcEBcZ_c, HoldScream);
STATE_DEFINE(dAcEBcZ_c, WhipTurn);
STATE_DEFINE(dAcEBcZ_c, WhipStagger);
STATE_DEFINE(dAcEBcZ_c, WindBlow);
STATE_DEFINE(dAcEBcZ_c, KeepAwayFromShield);
STATE_DEFINE(dAcEBcZ_c, Damage);
STATE_DEFINE(dAcEBcZ_c, Down);
STATE_DEFINE(dAcEBcZ_c, AriseFromTag);
STATE_DEFINE(dAcEBcZ_c, RopeSearch);
STATE_DEFINE(dAcEBcZ_c, RopeSearchWalk);
STATE_DEFINE(dAcEBcZ_c, RopeSearchWait);
STATE_DEFINE(dAcEBcZ_c, RopeWait);
STATE_DEFINE(dAcEBcZ_c, RopeMove);
STATE_DEFINE(dAcEBcZ_c, RopeHoldStart);
STATE_DEFINE(dAcEBcZ_c, RopeHoldWait);
STATE_DEFINE(dAcEBcZ_c, RopeHoldScream);
STATE_DEFINE(dAcEBcZ_c, PoisonSwamp);
void dAcEBcZ_c::initializeState_Arise() {}
void dAcEBcZ_c::executeState_Arise() {}
void dAcEBcZ_c::finalizeState_Arise() {}
void dAcEBcZ_c::initializeState_Wait() {}
void dAcEBcZ_c::executeState_Wait() {}
void dAcEBcZ_c::finalizeState_Wait() {}
void dAcEBcZ_c::initializeState_Walk() {}
void dAcEBcZ_c::executeState_Walk() {}
void dAcEBcZ_c::finalizeState_Walk() {}
void dAcEBcZ_c::initializeState_Find() {}
void dAcEBcZ_c::executeState_Find() {}
void dAcEBcZ_c::finalizeState_Find() {}
void dAcEBcZ_c::initializeState_Chase() {}
void dAcEBcZ_c::executeState_Chase() {}
void dAcEBcZ_c::finalizeState_Chase() {}
void dAcEBcZ_c::initializeState_HoldAttack() {}
void dAcEBcZ_c::executeState_HoldAttack() {}
void dAcEBcZ_c::finalizeState_HoldAttack() {}
void dAcEBcZ_c::initializeState_HoldStart() {}
void dAcEBcZ_c::executeState_HoldStart() {}
void dAcEBcZ_c::finalizeState_HoldStart() {}
void dAcEBcZ_c::initializeState_HoldWait() {}
void dAcEBcZ_c::executeState_HoldWait() {}
void dAcEBcZ_c::finalizeState_HoldWait() {}
void dAcEBcZ_c::initializeState_HoldScream() {}
void dAcEBcZ_c::executeState_HoldScream() {}
void dAcEBcZ_c::finalizeState_HoldScream() {}
void dAcEBcZ_c::initializeState_WhipTurn() {}
void dAcEBcZ_c::executeState_WhipTurn() {}
void dAcEBcZ_c::finalizeState_WhipTurn() {}
void dAcEBcZ_c::initializeState_WhipStagger() {}
void dAcEBcZ_c::executeState_WhipStagger() {}
void dAcEBcZ_c::finalizeState_WhipStagger() {}
void dAcEBcZ_c::initializeState_WindBlow() {}
void dAcEBcZ_c::executeState_WindBlow() {}
void dAcEBcZ_c::finalizeState_WindBlow() {}
void dAcEBcZ_c::initializeState_KeepAwayFromShield() {}
void dAcEBcZ_c::executeState_KeepAwayFromShield() {}
void dAcEBcZ_c::finalizeState_KeepAwayFromShield() {}
void dAcEBcZ_c::initializeState_Damage() {}
void dAcEBcZ_c::executeState_Damage() {}
void dAcEBcZ_c::finalizeState_Damage() {}
void dAcEBcZ_c::initializeState_Down() {}
void dAcEBcZ_c::executeState_Down() {}
void dAcEBcZ_c::finalizeState_Down() {}
void dAcEBcZ_c::initializeState_AriseFromTag() {}
void dAcEBcZ_c::executeState_AriseFromTag() {}
void dAcEBcZ_c::finalizeState_AriseFromTag() {}
void dAcEBcZ_c::initializeState_RopeSearch() {}
void dAcEBcZ_c::executeState_RopeSearch() {}
void dAcEBcZ_c::finalizeState_RopeSearch() {}
void dAcEBcZ_c::initializeState_RopeSearchWalk() {}
void dAcEBcZ_c::executeState_RopeSearchWalk() {}
void dAcEBcZ_c::finalizeState_RopeSearchWalk() {}
void dAcEBcZ_c::initializeState_RopeSearchWait() {}
void dAcEBcZ_c::executeState_RopeSearchWait() {}
void dAcEBcZ_c::finalizeState_RopeSearchWait() {}
void dAcEBcZ_c::initializeState_RopeWait() {}
void dAcEBcZ_c::executeState_RopeWait() {}
void dAcEBcZ_c::finalizeState_RopeWait() {}
void dAcEBcZ_c::initializeState_RopeMove() {}
void dAcEBcZ_c::executeState_RopeMove() {}
void dAcEBcZ_c::finalizeState_RopeMove() {}
void dAcEBcZ_c::initializeState_RopeHoldStart() {}
void dAcEBcZ_c::executeState_RopeHoldStart() {}
void dAcEBcZ_c::finalizeState_RopeHoldStart() {}
void dAcEBcZ_c::initializeState_RopeHoldWait() {}
void dAcEBcZ_c::executeState_RopeHoldWait() {}
void dAcEBcZ_c::finalizeState_RopeHoldWait() {}
void dAcEBcZ_c::initializeState_RopeHoldScream() {}
void dAcEBcZ_c::executeState_RopeHoldScream() {}
void dAcEBcZ_c::finalizeState_RopeHoldScream() {}
void dAcEBcZ_c::initializeState_PoisonSwamp() {}
void dAcEBcZ_c::executeState_PoisonSwamp() {}
void dAcEBcZ_c::finalizeState_PoisonSwamp() {}
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#include <d/a/e/d_a_e_beamos.h>
SPECIAL_ACTOR_PROFILE(E_BEAMOS, dAcEbeamos, fProfile::E_BEAMOS, 0xEC, 0, 4098);
STATE_DEFINE(dAcEbeamos, Attack);
STATE_DEFINE(dAcEbeamos, Beetle);
STATE_DEFINE(dAcEbeamos, Blow);
STATE_DEFINE(dAcEbeamos, Damage);
STATE_DEFINE(dAcEbeamos, Dead);
STATE_DEFINE(dAcEbeamos, Rail);
STATE_DEFINE(dAcEbeamos, Shock);
STATE_DEFINE(dAcEbeamos, Stun);
STATE_DEFINE(dAcEbeamos, Wait);
STATE_DEFINE(dAcEbeamos, Watch);
void dAcEbeamos::initializeState_Attack() {}
void dAcEbeamos::executeState_Attack() {}
void dAcEbeamos::finalizeState_Attack() {}
void dAcEbeamos::initializeState_Beetle() {}
void dAcEbeamos::executeState_Beetle() {}
void dAcEbeamos::finalizeState_Beetle() {}
void dAcEbeamos::initializeState_Blow() {}
void dAcEbeamos::executeState_Blow() {}
void dAcEbeamos::finalizeState_Blow() {}
void dAcEbeamos::initializeState_Damage() {}
void dAcEbeamos::executeState_Damage() {}
void dAcEbeamos::finalizeState_Damage() {}
void dAcEbeamos::initializeState_Dead() {}
void dAcEbeamos::executeState_Dead() {}
void dAcEbeamos::finalizeState_Dead() {}
void dAcEbeamos::initializeState_Rail() {}
void dAcEbeamos::executeState_Rail() {}
void dAcEbeamos::finalizeState_Rail() {}
void dAcEbeamos::initializeState_Shock() {}
void dAcEbeamos::executeState_Shock() {}
void dAcEbeamos::finalizeState_Shock() {}
void dAcEbeamos::initializeState_Stun() {}
void dAcEbeamos::executeState_Stun() {}
void dAcEbeamos::finalizeState_Stun() {}
void dAcEbeamos::initializeState_Wait() {}
void dAcEbeamos::executeState_Wait() {}
void dAcEbeamos::finalizeState_Wait() {}
void dAcEbeamos::initializeState_Watch() {}
void dAcEbeamos::executeState_Watch() {}
void dAcEbeamos::finalizeState_Watch() {}
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#include <d/a/e/d_a_e_bs.h>
SPECIAL_ACTOR_PROFILE(E_BS, dAcEbs_c, fProfile::E_BS, 0xC7, 0, 2);
STATE_DEFINE(dAcEbs_c, Standby);
STATE_DEFINE(dAcEbs_c, StandbyB);
STATE_DEFINE(dAcEbs_c, Fight);
STATE_DEFINE(dAcEbs_c, FightB);
STATE_DEFINE(dAcEbs_c, Attack);
STATE_DEFINE(dAcEbs_c, Damage);
STATE_DEFINE(dAcEbs_c, Fire);
STATE_DEFINE(dAcEbs_c, Disappear);
void dAcEbs_c::initializeState_Standby() {}
void dAcEbs_c::executeState_Standby() {}
void dAcEbs_c::finalizeState_Standby() {}
void dAcEbs_c::initializeState_StandbyB() {}
void dAcEbs_c::executeState_StandbyB() {}
void dAcEbs_c::finalizeState_StandbyB() {}
void dAcEbs_c::initializeState_Fight() {}
void dAcEbs_c::executeState_Fight() {}
void dAcEbs_c::finalizeState_Fight() {}
void dAcEbs_c::initializeState_FightB() {}
void dAcEbs_c::executeState_FightB() {}
void dAcEbs_c::finalizeState_FightB() {}
void dAcEbs_c::initializeState_Attack() {}
void dAcEbs_c::executeState_Attack() {}
void dAcEbs_c::finalizeState_Attack() {}
void dAcEbs_c::initializeState_Damage() {}
void dAcEbs_c::executeState_Damage() {}
void dAcEbs_c::finalizeState_Damage() {}
void dAcEbs_c::initializeState_Fire() {}
void dAcEbs_c::executeState_Fire() {}
void dAcEbs_c::finalizeState_Fire() {}
void dAcEbs_c::initializeState_Disappear() {}
void dAcEbs_c::executeState_Disappear() {}
void dAcEbs_c::finalizeState_Disappear() {}
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#include <d/a/e/d_a_e_cactus.h>
SPECIAL_ACTOR_PROFILE(E_CACTUS, dAcEcactus_c, fProfile::E_CACTUS, 0xEA, 0, 4359);
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#include <d/a/e/d_a_e_captain.h>
SPECIAL_ACTOR_PROFILE(E_CAPTAIN, dAcEcaptain_c, fProfile::E_CAPTAIN, 0xBE, 0, 32);
STATE_DEFINE(dAcEcaptain_c, Opening);
STATE_DEFINE(dAcEcaptain_c, Wait);
STATE_DEFINE(dAcEcaptain_c, BalanceWait);
STATE_DEFINE(dAcEcaptain_c, Walk);
STATE_DEFINE(dAcEcaptain_c, Run);
STATE_DEFINE(dAcEcaptain_c, AttackSW);
STATE_DEFINE(dAcEcaptain_c, AttackF);
STATE_DEFINE(dAcEcaptain_c, AttackSP);
STATE_DEFINE(dAcEcaptain_c, Guard);
STATE_DEFINE(dAcEcaptain_c, GuardJust);
STATE_DEFINE(dAcEcaptain_c, Damage);
STATE_DEFINE(dAcEcaptain_c, Dead);
STATE_DEFINE(dAcEcaptain_c, Demo1);
STATE_DEFINE(dAcEcaptain_c, Demo2);
STATE_DEFINE(dAcEcaptain_c, OpeningType2);
STATE_DEFINE(dAcEcaptain_c, DeadType2);
STATE_DEFINE(dAcEcaptain_c, Demo1Type2);
STATE_DEFINE(dAcEcaptain_c, Demo2Type2);
void dAcEcaptain_c::initializeState_Opening() {}
void dAcEcaptain_c::executeState_Opening() {}
void dAcEcaptain_c::finalizeState_Opening() {}
void dAcEcaptain_c::initializeState_Wait() {}
void dAcEcaptain_c::executeState_Wait() {}
void dAcEcaptain_c::finalizeState_Wait() {}
void dAcEcaptain_c::initializeState_BalanceWait() {}
void dAcEcaptain_c::executeState_BalanceWait() {}
void dAcEcaptain_c::finalizeState_BalanceWait() {}
void dAcEcaptain_c::initializeState_Walk() {}
void dAcEcaptain_c::executeState_Walk() {}
void dAcEcaptain_c::finalizeState_Walk() {}
void dAcEcaptain_c::initializeState_Run() {}
void dAcEcaptain_c::executeState_Run() {}
void dAcEcaptain_c::finalizeState_Run() {}
void dAcEcaptain_c::initializeState_AttackSW() {}
void dAcEcaptain_c::executeState_AttackSW() {}
void dAcEcaptain_c::finalizeState_AttackSW() {}
void dAcEcaptain_c::initializeState_AttackF() {}
void dAcEcaptain_c::executeState_AttackF() {}
void dAcEcaptain_c::finalizeState_AttackF() {}
void dAcEcaptain_c::initializeState_AttackSP() {}
void dAcEcaptain_c::executeState_AttackSP() {}
void dAcEcaptain_c::finalizeState_AttackSP() {}
void dAcEcaptain_c::initializeState_Guard() {}
void dAcEcaptain_c::executeState_Guard() {}
void dAcEcaptain_c::finalizeState_Guard() {}
void dAcEcaptain_c::initializeState_GuardJust() {}
void dAcEcaptain_c::executeState_GuardJust() {}
void dAcEcaptain_c::finalizeState_GuardJust() {}
void dAcEcaptain_c::initializeState_Damage() {}
void dAcEcaptain_c::executeState_Damage() {}
void dAcEcaptain_c::finalizeState_Damage() {}
void dAcEcaptain_c::initializeState_Dead() {}
void dAcEcaptain_c::executeState_Dead() {}
void dAcEcaptain_c::finalizeState_Dead() {}
void dAcEcaptain_c::initializeState_Demo1() {}
void dAcEcaptain_c::executeState_Demo1() {}
void dAcEcaptain_c::finalizeState_Demo1() {}
void dAcEcaptain_c::initializeState_Demo2() {}
void dAcEcaptain_c::executeState_Demo2() {}
void dAcEcaptain_c::finalizeState_Demo2() {}
void dAcEcaptain_c::initializeState_OpeningType2() {}
void dAcEcaptain_c::executeState_OpeningType2() {}
void dAcEcaptain_c::finalizeState_OpeningType2() {}
void dAcEcaptain_c::initializeState_DeadType2() {}
void dAcEcaptain_c::executeState_DeadType2() {}
void dAcEcaptain_c::finalizeState_DeadType2() {}
void dAcEcaptain_c::initializeState_Demo1Type2() {}
void dAcEcaptain_c::executeState_Demo1Type2() {}
void dAcEcaptain_c::finalizeState_Demo1Type2() {}
void dAcEcaptain_c::initializeState_Demo2Type2() {}
void dAcEcaptain_c::executeState_Demo2Type2() {}
void dAcEcaptain_c::finalizeState_Demo2Type2() {}
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#include <d/a/e/d_a_e_chaser_b.h>
SPECIAL_ACTOR_PROFILE(E_CHB, dAcEChb_c, fProfile::E_CHB, 0x103, 0, 3);
STATE_DEFINE(dAcEChb_c, Standby);
STATE_DEFINE(dAcEChb_c, Chase);
STATE_DEFINE(dAcEChb_c, Start);
STATE_DEFINE(dAcEChb_c, Attack);
void dAcEChb_c::initializeState_Standby() {}
void dAcEChb_c::executeState_Standby() {}
void dAcEChb_c::finalizeState_Standby() {}
void dAcEChb_c::initializeState_Chase() {}
void dAcEChb_c::executeState_Chase() {}
void dAcEChb_c::finalizeState_Chase() {}
void dAcEChb_c::initializeState_Start() {}
void dAcEChb_c::executeState_Start() {}
void dAcEChb_c::finalizeState_Start() {}
void dAcEChb_c::initializeState_Attack() {}
void dAcEChb_c::executeState_Attack() {}
void dAcEChb_c::finalizeState_Attack() {}
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#include <d/a/e/d_a_e_eye.h>
SPECIAL_ACTOR_PROFILE(E_EYE, dAcEEye_c, fProfile::E_EYE, 0xF6, 0, 3);
STATE_DEFINE(dAcEEye_c, Open);
STATE_DEFINE(dAcEEye_c, Wait);
STATE_DEFINE(dAcEEye_c, Close);
STATE_DEFINE(dAcEEye_c, Chance);
STATE_DEFINE(dAcEEye_c, Dead);
void dAcEEye_c::initializeState_Open() {}
void dAcEEye_c::executeState_Open() {}
void dAcEEye_c::finalizeState_Open() {}
void dAcEEye_c::initializeState_Wait() {}
void dAcEEye_c::executeState_Wait() {}
void dAcEEye_c::finalizeState_Wait() {}
void dAcEEye_c::initializeState_Close() {}
void dAcEEye_c::executeState_Close() {}
void dAcEEye_c::finalizeState_Close() {}
void dAcEEye_c::initializeState_Chance() {}
void dAcEEye_c::executeState_Chance() {}
void dAcEEye_c::finalizeState_Chance() {}
void dAcEEye_c::initializeState_Dead() {}
void dAcEEye_c::executeState_Dead() {}
void dAcEEye_c::finalizeState_Dead() {}
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#include <d/a/e/d_a_e_ge.h>
SPECIAL_ACTOR_PROFILE(E_GE, dAcEge_c, fProfile::E_GE, 0x106, 0, 2);
STATE_DEFINE(dAcEge_c, Wait);
void dAcEge_c::initializeState_Wait() {}
void dAcEge_c::executeState_Wait() {}
void dAcEge_c::finalizeState_Wait() {}
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#include <d/a/e/d_a_e_geko.h>
SPECIAL_ACTOR_PROFILE(E_GEKO, dAcEgeko_c, fProfile::E_GEKO, 0xED, 0, 4099);
STATE_DEFINE(dAcEgeko_c, Wait);
STATE_DEFINE(dAcEgeko_c, Move);
STATE_DEFINE(dAcEgeko_c, Search);
STATE_DEFINE(dAcEgeko_c, Shield);
STATE_DEFINE(dAcEgeko_c, Reflect);
STATE_DEFINE(dAcEgeko_c, Damage);
void dAcEgeko_c::initializeState_Wait() {}
void dAcEgeko_c::executeState_Wait() {}
void dAcEgeko_c::finalizeState_Wait() {}
void dAcEgeko_c::initializeState_Move() {}
void dAcEgeko_c::executeState_Move() {}
void dAcEgeko_c::finalizeState_Move() {}
void dAcEgeko_c::initializeState_Search() {}
void dAcEgeko_c::executeState_Search() {}
void dAcEgeko_c::finalizeState_Search() {}
void dAcEgeko_c::initializeState_Shield() {}
void dAcEgeko_c::executeState_Shield() {}
void dAcEgeko_c::finalizeState_Shield() {}
void dAcEgeko_c::initializeState_Reflect() {}
void dAcEgeko_c::executeState_Reflect() {}
void dAcEgeko_c::finalizeState_Reflect() {}
void dAcEgeko_c::initializeState_Damage() {}
void dAcEgeko_c::executeState_Damage() {}
void dAcEgeko_c::finalizeState_Damage() {}
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#include <d/a/e/d_a_e_gerock.h>
SPECIAL_ACTOR_PROFILE(E_GEROCK, dAcEgerock_c, fProfile::E_GEROCK, 0x108, 0, 4099);
STATE_DEFINE(dAcEgerock_c, Attack);
STATE_DEFINE(dAcEgerock_c, Damage);
STATE_DEFINE(dAcEgerock_c, FlyHome);
STATE_DEFINE(dAcEgerock_c, Rail);
STATE_DEFINE(dAcEgerock_c, Return);
STATE_DEFINE(dAcEgerock_c, Shock);
STATE_DEFINE(dAcEgerock_c, Stay);
STATE_DEFINE(dAcEgerock_c, Vanish);
void dAcEgerock_c::initializeState_Attack() {}
void dAcEgerock_c::executeState_Attack() {}
void dAcEgerock_c::finalizeState_Attack() {}
void dAcEgerock_c::initializeState_Damage() {}
void dAcEgerock_c::executeState_Damage() {}
void dAcEgerock_c::finalizeState_Damage() {}
void dAcEgerock_c::initializeState_FlyHome() {}
void dAcEgerock_c::executeState_FlyHome() {}
void dAcEgerock_c::finalizeState_FlyHome() {}
void dAcEgerock_c::initializeState_Rail() {}
void dAcEgerock_c::executeState_Rail() {}
void dAcEgerock_c::finalizeState_Rail() {}
void dAcEgerock_c::initializeState_Return() {}
void dAcEgerock_c::executeState_Return() {}
void dAcEgerock_c::finalizeState_Return() {}
void dAcEgerock_c::initializeState_Shock() {}
void dAcEgerock_c::executeState_Shock() {}
void dAcEgerock_c::finalizeState_Shock() {}
void dAcEgerock_c::initializeState_Stay() {}
void dAcEgerock_c::executeState_Stay() {}
void dAcEgerock_c::finalizeState_Stay() {}
void dAcEgerock_c::initializeState_Vanish() {}
void dAcEgerock_c::executeState_Vanish() {}
void dAcEgerock_c::finalizeState_Vanish() {}
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#include <d/a/e/d_a_e_gue.h>
SPECIAL_ACTOR_PROFILE(E_GUE, dAcEgue_c, fProfile::E_GUE, 0x104, 0, 3);
STATE_DEFINE(dAcEgue_c, Attack);
STATE_DEFINE(dAcEgue_c, Blow);
STATE_DEFINE(dAcEgue_c, Damage);
STATE_DEFINE(dAcEgue_c, FlyHome);
STATE_DEFINE(dAcEgue_c, FlyPlayer);
STATE_DEFINE(dAcEgue_c, Return);
STATE_DEFINE(dAcEgue_c, Stay);
STATE_DEFINE(dAcEgue_c, Stun);
void dAcEgue_c::initializeState_Attack() {}
void dAcEgue_c::executeState_Attack() {}
void dAcEgue_c::finalizeState_Attack() {}
void dAcEgue_c::initializeState_Blow() {}
void dAcEgue_c::executeState_Blow() {}
void dAcEgue_c::finalizeState_Blow() {}
void dAcEgue_c::initializeState_Damage() {}
void dAcEgue_c::executeState_Damage() {}
void dAcEgue_c::finalizeState_Damage() {}
void dAcEgue_c::initializeState_FlyHome() {}
void dAcEgue_c::executeState_FlyHome() {}
void dAcEgue_c::finalizeState_FlyHome() {}
void dAcEgue_c::initializeState_FlyPlayer() {}
void dAcEgue_c::executeState_FlyPlayer() {}
void dAcEgue_c::finalizeState_FlyPlayer() {}
void dAcEgue_c::initializeState_Return() {}
void dAcEgue_c::executeState_Return() {}
void dAcEgue_c::finalizeState_Return() {}
void dAcEgue_c::initializeState_Stay() {}
void dAcEgue_c::executeState_Stay() {}
void dAcEgue_c::finalizeState_Stay() {}
void dAcEgue_c::initializeState_Stun() {}
void dAcEgue_c::executeState_Stun() {}
void dAcEgue_c::finalizeState_Stun() {}
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#include <d/a/e/d_a_e_gumarm.h>
SPECIAL_ACTOR_PROFILE(E_GUMARM, dAcGumarm_c, fProfile::E_GUMARM, 0x11F, 0, 3);
STATE_DEFINE(dAcGumarm_c, Hide);
STATE_DEFINE(dAcGumarm_c, HideWait);
STATE_DEFINE(dAcGumarm_c, HideWalk);
STATE_DEFINE(dAcGumarm_c, HideMove);
STATE_DEFINE(dAcGumarm_c, Wait);
STATE_DEFINE(dAcGumarm_c, Walk);
STATE_DEFINE(dAcGumarm_c, Appear);
STATE_DEFINE(dAcGumarm_c, KeepRock);
STATE_DEFINE(dAcGumarm_c, AttackMove);
STATE_DEFINE(dAcGumarm_c, Attack);
STATE_DEFINE(dAcGumarm_c, Lost);
STATE_DEFINE(dAcGumarm_c, Find);
STATE_DEFINE(dAcGumarm_c, FreezeStart);
STATE_DEFINE(dAcGumarm_c, Freeze);
STATE_DEFINE(dAcGumarm_c, FreezeEnd);
STATE_DEFINE(dAcGumarm_c, Sink);
STATE_DEFINE(dAcGumarm_c, KeepSink);
STATE_DEFINE(dAcGumarm_c, Dead);
void dAcGumarm_c::initializeState_Hide() {}
void dAcGumarm_c::executeState_Hide() {}
void dAcGumarm_c::finalizeState_Hide() {}
void dAcGumarm_c::initializeState_HideWait() {}
void dAcGumarm_c::executeState_HideWait() {}
void dAcGumarm_c::finalizeState_HideWait() {}
void dAcGumarm_c::initializeState_HideWalk() {}
void dAcGumarm_c::executeState_HideWalk() {}
void dAcGumarm_c::finalizeState_HideWalk() {}
void dAcGumarm_c::initializeState_HideMove() {}
void dAcGumarm_c::executeState_HideMove() {}
void dAcGumarm_c::finalizeState_HideMove() {}
void dAcGumarm_c::initializeState_Wait() {}
void dAcGumarm_c::executeState_Wait() {}
void dAcGumarm_c::finalizeState_Wait() {}
void dAcGumarm_c::initializeState_Walk() {}
void dAcGumarm_c::executeState_Walk() {}
void dAcGumarm_c::finalizeState_Walk() {}
void dAcGumarm_c::initializeState_Appear() {}
void dAcGumarm_c::executeState_Appear() {}
void dAcGumarm_c::finalizeState_Appear() {}
void dAcGumarm_c::initializeState_KeepRock() {}
void dAcGumarm_c::executeState_KeepRock() {}
void dAcGumarm_c::finalizeState_KeepRock() {}
void dAcGumarm_c::initializeState_AttackMove() {}
void dAcGumarm_c::executeState_AttackMove() {}
void dAcGumarm_c::finalizeState_AttackMove() {}
void dAcGumarm_c::initializeState_Attack() {}
void dAcGumarm_c::executeState_Attack() {}
void dAcGumarm_c::finalizeState_Attack() {}
void dAcGumarm_c::initializeState_Lost() {}
void dAcGumarm_c::executeState_Lost() {}
void dAcGumarm_c::finalizeState_Lost() {}
void dAcGumarm_c::initializeState_Find() {}
void dAcGumarm_c::executeState_Find() {}
void dAcGumarm_c::finalizeState_Find() {}
void dAcGumarm_c::initializeState_FreezeStart() {}
void dAcGumarm_c::executeState_FreezeStart() {}
void dAcGumarm_c::finalizeState_FreezeStart() {}
void dAcGumarm_c::initializeState_Freeze() {}
void dAcGumarm_c::executeState_Freeze() {}
void dAcGumarm_c::finalizeState_Freeze() {}
void dAcGumarm_c::initializeState_FreezeEnd() {}
void dAcGumarm_c::executeState_FreezeEnd() {}
void dAcGumarm_c::finalizeState_FreezeEnd() {}
void dAcGumarm_c::initializeState_Sink() {}
void dAcGumarm_c::executeState_Sink() {}
void dAcGumarm_c::finalizeState_Sink() {}
void dAcGumarm_c::initializeState_KeepSink() {}
void dAcGumarm_c::executeState_KeepSink() {}
void dAcGumarm_c::finalizeState_KeepSink() {}
void dAcGumarm_c::initializeState_Dead() {}
void dAcGumarm_c::executeState_Dead() {}
void dAcGumarm_c::finalizeState_Dead() {}
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#include <d/a/e/d_a_e_gunho.h>
SPECIAL_ACTOR_PROFILE(E_GUNHO, dAcEgunho_c, fProfile::E_GUNHO, 0xE7, 0, 4099);
STATE_DEFINE(dAcEgunho_c, OpenClose);
STATE_DEFINE(dAcEgunho_c, Wait);
STATE_DEFINE(dAcEgunho_c, NormalMove);
STATE_DEFINE(dAcEgunho_c, Search);
STATE_DEFINE(dAcEgunho_c, AttackBullet);
STATE_DEFINE(dAcEgunho_c, AttackBomb);
STATE_DEFINE(dAcEgunho_c, Damage);
STATE_DEFINE(dAcEgunho_c, Dead);
void dAcEgunho_c::initializeState_OpenClose() {}
void dAcEgunho_c::executeState_OpenClose() {}
void dAcEgunho_c::finalizeState_OpenClose() {}
void dAcEgunho_c::initializeState_Wait() {}
void dAcEgunho_c::executeState_Wait() {}
void dAcEgunho_c::finalizeState_Wait() {}
void dAcEgunho_c::initializeState_NormalMove() {}
void dAcEgunho_c::executeState_NormalMove() {}
void dAcEgunho_c::finalizeState_NormalMove() {}
void dAcEgunho_c::initializeState_Search() {}
void dAcEgunho_c::executeState_Search() {}
void dAcEgunho_c::finalizeState_Search() {}
void dAcEgunho_c::initializeState_AttackBullet() {}
void dAcEgunho_c::executeState_AttackBullet() {}
void dAcEgunho_c::finalizeState_AttackBullet() {}
void dAcEgunho_c::initializeState_AttackBomb() {}
void dAcEgunho_c::executeState_AttackBomb() {}
void dAcEgunho_c::finalizeState_AttackBomb() {}
void dAcEgunho_c::initializeState_Damage() {}
void dAcEgunho_c::executeState_Damage() {}
void dAcEgunho_c::finalizeState_Damage() {}
void dAcEgunho_c::initializeState_Dead() {}
void dAcEgunho_c::executeState_Dead() {}
void dAcEgunho_c::finalizeState_Dead() {}
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#include <d/a/e/d_a_e_gunhob.h>
SPECIAL_ACTOR_PROFILE(E_GUNHOB, dAcEgunhob_c, fProfile::E_GUNHOB, 0xE8, 0, 4130);
STATE_DEFINE(dAcEgunhob_c, BulletMove);
STATE_DEFINE(dAcEgunhob_c, BulletReflection);
STATE_DEFINE(dAcEgunhob_c, BombWait);
STATE_DEFINE(dAcEgunhob_c, BombMove);
STATE_DEFINE(dAcEgunhob_c, BombDelete);
STATE_DEFINE(dAcEgunhob_c, BombBomb);
void dAcEgunhob_c::initializeState_BulletMove() {}
void dAcEgunhob_c::executeState_BulletMove() {}
void dAcEgunhob_c::finalizeState_BulletMove() {}
void dAcEgunhob_c::initializeState_BulletReflection() {}
void dAcEgunhob_c::executeState_BulletReflection() {}
void dAcEgunhob_c::finalizeState_BulletReflection() {}
void dAcEgunhob_c::initializeState_BombWait() {}
void dAcEgunhob_c::executeState_BombWait() {}
void dAcEgunhob_c::finalizeState_BombWait() {}
void dAcEgunhob_c::initializeState_BombMove() {}
void dAcEgunhob_c::executeState_BombMove() {}
void dAcEgunhob_c::finalizeState_BombMove() {}
void dAcEgunhob_c::initializeState_BombDelete() {}
void dAcEgunhob_c::executeState_BombDelete() {}
void dAcEgunhob_c::finalizeState_BombDelete() {}
void dAcEgunhob_c::initializeState_BombBomb() {}
void dAcEgunhob_c::executeState_BombBomb() {}
void dAcEgunhob_c::finalizeState_BombBomb() {}
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#include <d/a/e/d_a_e_hb.h>
SPECIAL_ACTOR_PROFILE(E_HB, dAcEhb_c, fProfile::E_HB, 0xFF, 0, 4096);
STATE_DEFINE(dAcEhb_c, Under);
STATE_DEFINE(dAcEhb_c, Appear);
STATE_DEFINE(dAcEhb_c, Wait);
STATE_DEFINE(dAcEhb_c, Attack);
STATE_DEFINE(dAcEhb_c, Damage);
STATE_DEFINE(dAcEhb_c, Blow);
STATE_DEFINE(dAcEhb_c, Stun);
STATE_DEFINE(dAcEhb_c, DeadMouth);
STATE_DEFINE(dAcEhb_c, Avoid);
void dAcEhb_c::initializeState_Under() {}
void dAcEhb_c::executeState_Under() {}
void dAcEhb_c::finalizeState_Under() {}
void dAcEhb_c::initializeState_Appear() {}
void dAcEhb_c::executeState_Appear() {}
void dAcEhb_c::finalizeState_Appear() {}
void dAcEhb_c::initializeState_Wait() {}
void dAcEhb_c::executeState_Wait() {}
void dAcEhb_c::finalizeState_Wait() {}
void dAcEhb_c::initializeState_Attack() {}
void dAcEhb_c::executeState_Attack() {}
void dAcEhb_c::finalizeState_Attack() {}
void dAcEhb_c::initializeState_Damage() {}
void dAcEhb_c::executeState_Damage() {}
void dAcEhb_c::finalizeState_Damage() {}
void dAcEhb_c::initializeState_Blow() {}
void dAcEhb_c::executeState_Blow() {}
void dAcEhb_c::finalizeState_Blow() {}
void dAcEhb_c::initializeState_Stun() {}
void dAcEhb_c::executeState_Stun() {}
void dAcEhb_c::finalizeState_Stun() {}
void dAcEhb_c::initializeState_DeadMouth() {}
void dAcEhb_c::executeState_DeadMouth() {}
void dAcEhb_c::finalizeState_DeadMouth() {}
void dAcEhb_c::initializeState_Avoid() {}
void dAcEhb_c::executeState_Avoid() {}
void dAcEhb_c::finalizeState_Avoid() {}
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#include <d/a/e/d_a_e_hidokari.h>
SPECIAL_ACTOR_PROFILE(E_HIDOKARI, dAcEhidokari_c, fProfile::E_HIDOKARI, 0xE5, 0, 2);
STATE_DEFINE(dAcEhidokari_c, Wait);
STATE_DEFINE(dAcEhidokari_c, Walk);
STATE_DEFINE(dAcEhidokari_c, Kyoro);
STATE_DEFINE(dAcEhidokari_c, Find);
STATE_DEFINE(dAcEhidokari_c, Run);
STATE_DEFINE(dAcEhidokari_c, Inside);
STATE_DEFINE(dAcEhidokari_c, Stun);
STATE_DEFINE(dAcEhidokari_c, WaitShell);
STATE_DEFINE(dAcEhidokari_c, RunShell);
STATE_DEFINE(dAcEhidokari_c, WalkShell);
STATE_DEFINE(dAcEhidokari_c, FireShell);
STATE_DEFINE(dAcEhidokari_c, RetShell);
STATE_DEFINE(dAcEhidokari_c, NoShell);
STATE_DEFINE(dAcEhidokari_c, Damage);
STATE_DEFINE(dAcEhidokari_c, GuradShell);
STATE_DEFINE(dAcEhidokari_c, Panic);
STATE_DEFINE(dAcEhidokari_c, Dead);
void dAcEhidokari_c::initializeState_Wait() {}
void dAcEhidokari_c::executeState_Wait() {}
void dAcEhidokari_c::finalizeState_Wait() {}
void dAcEhidokari_c::initializeState_Walk() {}
void dAcEhidokari_c::executeState_Walk() {}
void dAcEhidokari_c::finalizeState_Walk() {}
void dAcEhidokari_c::initializeState_Kyoro() {}
void dAcEhidokari_c::executeState_Kyoro() {}
void dAcEhidokari_c::finalizeState_Kyoro() {}
void dAcEhidokari_c::initializeState_Find() {}
void dAcEhidokari_c::executeState_Find() {}
void dAcEhidokari_c::finalizeState_Find() {}
void dAcEhidokari_c::initializeState_Run() {}
void dAcEhidokari_c::executeState_Run() {}
void dAcEhidokari_c::finalizeState_Run() {}
void dAcEhidokari_c::initializeState_Inside() {}
void dAcEhidokari_c::executeState_Inside() {}
void dAcEhidokari_c::finalizeState_Inside() {}
void dAcEhidokari_c::initializeState_Stun() {}
void dAcEhidokari_c::executeState_Stun() {}
void dAcEhidokari_c::finalizeState_Stun() {}
void dAcEhidokari_c::initializeState_WaitShell() {}
void dAcEhidokari_c::executeState_WaitShell() {}
void dAcEhidokari_c::finalizeState_WaitShell() {}
void dAcEhidokari_c::initializeState_RunShell() {}
void dAcEhidokari_c::executeState_RunShell() {}
void dAcEhidokari_c::finalizeState_RunShell() {}
void dAcEhidokari_c::initializeState_WalkShell() {}
void dAcEhidokari_c::executeState_WalkShell() {}
void dAcEhidokari_c::finalizeState_WalkShell() {}
void dAcEhidokari_c::initializeState_FireShell() {}
void dAcEhidokari_c::executeState_FireShell() {}
void dAcEhidokari_c::finalizeState_FireShell() {}
void dAcEhidokari_c::initializeState_RetShell() {}
void dAcEhidokari_c::executeState_RetShell() {}
void dAcEhidokari_c::finalizeState_RetShell() {}
void dAcEhidokari_c::initializeState_NoShell() {}
void dAcEhidokari_c::executeState_NoShell() {}
void dAcEhidokari_c::finalizeState_NoShell() {}
void dAcEhidokari_c::initializeState_Damage() {}
void dAcEhidokari_c::executeState_Damage() {}
void dAcEhidokari_c::finalizeState_Damage() {}
void dAcEhidokari_c::initializeState_GuradShell() {}
void dAcEhidokari_c::executeState_GuradShell() {}
void dAcEhidokari_c::finalizeState_GuradShell() {}
void dAcEhidokari_c::initializeState_Panic() {}
void dAcEhidokari_c::executeState_Panic() {}
void dAcEhidokari_c::finalizeState_Panic() {}
void dAcEhidokari_c::initializeState_Dead() {}
void dAcEhidokari_c::executeState_Dead() {}
void dAcEhidokari_c::finalizeState_Dead() {}
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#include <d/a/e/d_a_e_hidokaris.h>
SPECIAL_ACTOR_PROFILE(E_HIDOKARIS, dAcEhidokaris_c, fProfile::E_HIDOKARIS, 0xE4, 0, 2);
STATE_DEFINE(dAcEhidokaris_c, Wait);
STATE_DEFINE(dAcEhidokaris_c, BombWait);
STATE_DEFINE(dAcEhidokaris_c, Dead);
void dAcEhidokaris_c::initializeState_Wait() {}
void dAcEhidokaris_c::executeState_Wait() {}
void dAcEhidokaris_c::finalizeState_Wait() {}
void dAcEhidokaris_c::initializeState_BombWait() {}
void dAcEhidokaris_c::executeState_BombWait() {}
void dAcEhidokaris_c::finalizeState_BombWait() {}
void dAcEhidokaris_c::initializeState_Dead() {}
void dAcEhidokaris_c::executeState_Dead() {}
void dAcEhidokaris_c::finalizeState_Dead() {}
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#include <d/a/e/d_a_e_hidory.h>
SPECIAL_ACTOR_PROFILE(E_HIDORY, dAcEHidory_c, fProfile::E_HIDORY, 0x10A, 0, 3);
STATE_DEFINE(dAcEHidory_c, Wait);
STATE_DEFINE(dAcEHidory_c, Hovering);
STATE_DEFINE(dAcEHidory_c, Attack);
STATE_DEFINE(dAcEHidory_c, Whip_Damage);
STATE_DEFINE(dAcEHidory_c, Damage);
STATE_DEFINE(dAcEHidory_c, Death);
void dAcEHidory_c::initializeState_Wait() {}
void dAcEHidory_c::executeState_Wait() {}
void dAcEHidory_c::finalizeState_Wait() {}
void dAcEHidory_c::initializeState_Hovering() {}
void dAcEHidory_c::executeState_Hovering() {}
void dAcEHidory_c::finalizeState_Hovering() {}
void dAcEHidory_c::initializeState_Attack() {}
void dAcEHidory_c::executeState_Attack() {}
void dAcEHidory_c::finalizeState_Attack() {}
void dAcEHidory_c::initializeState_Whip_Damage() {}
void dAcEHidory_c::executeState_Whip_Damage() {}
void dAcEHidory_c::finalizeState_Whip_Damage() {}
void dAcEHidory_c::initializeState_Damage() {}
void dAcEHidory_c::executeState_Damage() {}
void dAcEHidory_c::finalizeState_Damage() {}
void dAcEHidory_c::initializeState_Death() {}
void dAcEHidory_c::executeState_Death() {}
void dAcEHidory_c::finalizeState_Death() {}
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#include <d/a/e/d_a_e_hoc.h>
SPECIAL_ACTOR_PROFILE(E_HOC, dAcEhoc_c, fProfile::E_HOC, 0xCC, 0, 3);
STATE_DEFINE(dAcEhoc_c, Fight);
STATE_DEFINE(dAcEhoc_c, Attack);
STATE_DEFINE(dAcEhoc_c, BigAttack);
STATE_DEFINE(dAcEhoc_c, AttackAfter);
STATE_DEFINE(dAcEhoc_c, Escape);
STATE_DEFINE(dAcEhoc_c, Damage);
STATE_DEFINE(dAcEhoc_c, Fire);
STATE_DEFINE(dAcEhoc_c, Fail);
STATE_DEFINE(dAcEhoc_c, StabGuard);
STATE_DEFINE(dAcEhoc_c, Stun);
STATE_DEFINE(dAcEhoc_c, DropOut);
STATE_DEFINE(dAcEhoc_c, Return);
STATE_DEFINE(dAcEhoc_c, DashReturn);
STATE_DEFINE(dAcEhoc_c, Wait);
STATE_DEFINE(dAcEhoc_c, Summon);
STATE_DEFINE(dAcEhoc_c, AirDamage);
void dAcEhoc_c::initializeState_Fight() {}
void dAcEhoc_c::executeState_Fight() {}
void dAcEhoc_c::finalizeState_Fight() {}
void dAcEhoc_c::initializeState_Attack() {}
void dAcEhoc_c::executeState_Attack() {}
void dAcEhoc_c::finalizeState_Attack() {}
void dAcEhoc_c::initializeState_BigAttack() {}
void dAcEhoc_c::executeState_BigAttack() {}
void dAcEhoc_c::finalizeState_BigAttack() {}
void dAcEhoc_c::initializeState_AttackAfter() {}
void dAcEhoc_c::executeState_AttackAfter() {}
void dAcEhoc_c::finalizeState_AttackAfter() {}
void dAcEhoc_c::initializeState_Escape() {}
void dAcEhoc_c::executeState_Escape() {}
void dAcEhoc_c::finalizeState_Escape() {}
void dAcEhoc_c::initializeState_Damage() {}
void dAcEhoc_c::executeState_Damage() {}
void dAcEhoc_c::finalizeState_Damage() {}
void dAcEhoc_c::initializeState_Fire() {}
void dAcEhoc_c::executeState_Fire() {}
void dAcEhoc_c::finalizeState_Fire() {}
void dAcEhoc_c::initializeState_Fail() {}
void dAcEhoc_c::executeState_Fail() {}
void dAcEhoc_c::finalizeState_Fail() {}
void dAcEhoc_c::initializeState_StabGuard() {}
void dAcEhoc_c::executeState_StabGuard() {}
void dAcEhoc_c::finalizeState_StabGuard() {}
void dAcEhoc_c::initializeState_Stun() {}
void dAcEhoc_c::executeState_Stun() {}
void dAcEhoc_c::finalizeState_Stun() {}
void dAcEhoc_c::initializeState_DropOut() {}
void dAcEhoc_c::executeState_DropOut() {}
void dAcEhoc_c::finalizeState_DropOut() {}
void dAcEhoc_c::initializeState_Return() {}
void dAcEhoc_c::executeState_Return() {}
void dAcEhoc_c::finalizeState_Return() {}
void dAcEhoc_c::initializeState_DashReturn() {}
void dAcEhoc_c::executeState_DashReturn() {}
void dAcEhoc_c::finalizeState_DashReturn() {}
void dAcEhoc_c::initializeState_Wait() {}
void dAcEhoc_c::executeState_Wait() {}
void dAcEhoc_c::finalizeState_Wait() {}
void dAcEhoc_c::initializeState_Summon() {}
void dAcEhoc_c::executeState_Summon() {}
void dAcEhoc_c::finalizeState_Summon() {}
void dAcEhoc_c::initializeState_AirDamage() {}
void dAcEhoc_c::executeState_AirDamage() {}
void dAcEhoc_c::finalizeState_AirDamage() {}
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#include <d/a/e/d_a_e_hp.h>
SPECIAL_ACTOR_PROFILE(E_HP, dAcEHp_c, fProfile::E_HP, 0x102, 0, 18);
STATE_DEFINE(dAcEHp_c, BobUpAndDown);
STATE_DEFINE(dAcEHp_c, Chase);
STATE_DEFINE(dAcEHp_c, Attack);
STATE_DEFINE(dAcEHp_c, AtkWait);
STATE_DEFINE(dAcEHp_c, Extract);
STATE_DEFINE(dAcEHp_c, Petrify);
STATE_DEFINE(dAcEHp_c, Fluster);
STATE_DEFINE(dAcEHp_c, Escape);
STATE_DEFINE(dAcEHp_c, Damage);
STATE_DEFINE(dAcEHp_c, VcmDmg);
STATE_DEFINE(dAcEHp_c, Stun);
STATE_DEFINE(dAcEHp_c, Die);
STATE_DEFINE(dAcEHp_c, Dummy);
void dAcEHp_c::initializeState_BobUpAndDown() {}
void dAcEHp_c::executeState_BobUpAndDown() {}
void dAcEHp_c::finalizeState_BobUpAndDown() {}
void dAcEHp_c::initializeState_Chase() {}
void dAcEHp_c::executeState_Chase() {}
void dAcEHp_c::finalizeState_Chase() {}
void dAcEHp_c::initializeState_Attack() {}
void dAcEHp_c::executeState_Attack() {}
void dAcEHp_c::finalizeState_Attack() {}
void dAcEHp_c::initializeState_AtkWait() {}
void dAcEHp_c::executeState_AtkWait() {}
void dAcEHp_c::finalizeState_AtkWait() {}
void dAcEHp_c::initializeState_Extract() {}
void dAcEHp_c::executeState_Extract() {}
void dAcEHp_c::finalizeState_Extract() {}
void dAcEHp_c::initializeState_Petrify() {}
void dAcEHp_c::executeState_Petrify() {}
void dAcEHp_c::finalizeState_Petrify() {}
void dAcEHp_c::initializeState_Fluster() {}
void dAcEHp_c::executeState_Fluster() {}
void dAcEHp_c::finalizeState_Fluster() {}
void dAcEHp_c::initializeState_Escape() {}
void dAcEHp_c::executeState_Escape() {}
void dAcEHp_c::finalizeState_Escape() {}
void dAcEHp_c::initializeState_Damage() {}
void dAcEHp_c::executeState_Damage() {}
void dAcEHp_c::finalizeState_Damage() {}
void dAcEHp_c::initializeState_VcmDmg() {}
void dAcEHp_c::executeState_VcmDmg() {}
void dAcEHp_c::finalizeState_VcmDmg() {}
void dAcEHp_c::initializeState_Stun() {}
void dAcEHp_c::executeState_Stun() {}
void dAcEHp_c::finalizeState_Stun() {}
void dAcEHp_c::initializeState_Die() {}
void dAcEHp_c::executeState_Die() {}
void dAcEHp_c::finalizeState_Die() {}
void dAcEHp_c::initializeState_Dummy() {}
void dAcEHp_c::executeState_Dummy() {}
void dAcEHp_c::finalizeState_Dummy() {}
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#include <d/a/e/d_a_e_hydra.h>
SPECIAL_ACTOR_PROFILE(E_HYDRA, dAcEhydra_c, fProfile::E_HYDRA, 0xE6, 0, 4131);
STATE_DEFINE(dAcEhydra_c, Wait);
STATE_DEFINE(dAcEhydra_c, Walk);
STATE_DEFINE(dAcEhydra_c, Run);
STATE_DEFINE(dAcEhydra_c, Ret);
STATE_DEFINE(dAcEhydra_c, Attack);
STATE_DEFINE(dAcEhydra_c, AttackWait);
STATE_DEFINE(dAcEhydra_c, Recover);
STATE_DEFINE(dAcEhydra_c, Stun);
STATE_DEFINE(dAcEhydra_c, Damage);
STATE_DEFINE(dAcEhydra_c, EtcDamage);
STATE_DEFINE(dAcEhydra_c, Dead);
void dAcEhydra_c::initializeState_Wait() {}
void dAcEhydra_c::executeState_Wait() {}
void dAcEhydra_c::finalizeState_Wait() {}
void dAcEhydra_c::initializeState_Walk() {}
void dAcEhydra_c::executeState_Walk() {}
void dAcEhydra_c::finalizeState_Walk() {}
void dAcEhydra_c::initializeState_Run() {}
void dAcEhydra_c::executeState_Run() {}
void dAcEhydra_c::finalizeState_Run() {}
void dAcEhydra_c::initializeState_Ret() {}
void dAcEhydra_c::executeState_Ret() {}
void dAcEhydra_c::finalizeState_Ret() {}
void dAcEhydra_c::initializeState_Attack() {}
void dAcEhydra_c::executeState_Attack() {}
void dAcEhydra_c::finalizeState_Attack() {}
void dAcEhydra_c::initializeState_AttackWait() {}
void dAcEhydra_c::executeState_AttackWait() {}
void dAcEhydra_c::finalizeState_AttackWait() {}
void dAcEhydra_c::initializeState_Recover() {}
void dAcEhydra_c::executeState_Recover() {}
void dAcEhydra_c::finalizeState_Recover() {}
void dAcEhydra_c::initializeState_Stun() {}
void dAcEhydra_c::executeState_Stun() {}
void dAcEhydra_c::finalizeState_Stun() {}
void dAcEhydra_c::initializeState_Damage() {}
void dAcEhydra_c::executeState_Damage() {}
void dAcEhydra_c::finalizeState_Damage() {}
void dAcEhydra_c::initializeState_EtcDamage() {}
void dAcEhydra_c::executeState_EtcDamage() {}
void dAcEhydra_c::finalizeState_EtcDamage() {}
void dAcEhydra_c::initializeState_Dead() {}
void dAcEhydra_c::executeState_Dead() {}
void dAcEhydra_c::finalizeState_Dead() {}
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#include <d/a/e/d_a_e_kg.h>
SPECIAL_ACTOR_PROFILE(E_KG, dAcEkg_c, fProfile::E_KG, 0x122, 0, 4099);
STATE_DEFINE(dAcEkg_c, Wait);
STATE_DEFINE(dAcEkg_c, Walk);
STATE_DEFINE(dAcEkg_c, Find);
STATE_DEFINE(dAcEkg_c, Chase);
STATE_DEFINE(dAcEkg_c, Step);
STATE_DEFINE(dAcEkg_c, Damage);
STATE_DEFINE(dAcEkg_c, PlayerLost);
STATE_DEFINE(dAcEkg_c, Return);
STATE_DEFINE(dAcEkg_c, WindBlow);
STATE_DEFINE(dAcEkg_c, Reverse);
STATE_DEFINE(dAcEkg_c, BlowReturn);
STATE_DEFINE(dAcEkg_c, JumpReady);
STATE_DEFINE(dAcEkg_c, Jump);
STATE_DEFINE(dAcEkg_c, JumpAttack_Hold);
STATE_DEFINE(dAcEkg_c, Release);
STATE_DEFINE(dAcEkg_c, Landing);
STATE_DEFINE(dAcEkg_c, WallWait);
STATE_DEFINE(dAcEkg_c, WallWalk);
STATE_DEFINE(dAcEkg_c, WallFind);
STATE_DEFINE(dAcEkg_c, WallStep);
STATE_DEFINE(dAcEkg_c, WallJumpReady);
STATE_DEFINE(dAcEkg_c, WallJump);
STATE_DEFINE(dAcEkg_c, WindBlowAtWall);
STATE_DEFINE(dAcEkg_c, HitAtWall);
STATE_DEFINE(dAcEkg_c, DamageAtWall);
STATE_DEFINE(dAcEkg_c, RoofWait);
STATE_DEFINE(dAcEkg_c, RoofWalk);
STATE_DEFINE(dAcEkg_c, RoofFall);
STATE_DEFINE(dAcEkg_c, HangOn);
STATE_DEFINE(dAcEkg_c, UnderWait);
STATE_DEFINE(dAcEkg_c, UnderWalk);
STATE_DEFINE(dAcEkg_c, UnderStep);
STATE_DEFINE(dAcEkg_c, UnderJump);
STATE_DEFINE(dAcEkg_c, SoundReaction);
STATE_DEFINE(dAcEkg_c, SoundReactionAtWallRoof);
void dAcEkg_c::initializeState_Wait() {}
void dAcEkg_c::executeState_Wait() {}
void dAcEkg_c::finalizeState_Wait() {}
void dAcEkg_c::initializeState_Walk() {}
void dAcEkg_c::executeState_Walk() {}
void dAcEkg_c::finalizeState_Walk() {}
void dAcEkg_c::initializeState_Find() {}
void dAcEkg_c::executeState_Find() {}
void dAcEkg_c::finalizeState_Find() {}
void dAcEkg_c::initializeState_Chase() {}
void dAcEkg_c::executeState_Chase() {}
void dAcEkg_c::finalizeState_Chase() {}
void dAcEkg_c::initializeState_Step() {}
void dAcEkg_c::executeState_Step() {}
void dAcEkg_c::finalizeState_Step() {}
void dAcEkg_c::initializeState_Damage() {}
void dAcEkg_c::executeState_Damage() {}
void dAcEkg_c::finalizeState_Damage() {}
void dAcEkg_c::initializeState_PlayerLost() {}
void dAcEkg_c::executeState_PlayerLost() {}
void dAcEkg_c::finalizeState_PlayerLost() {}
void dAcEkg_c::initializeState_Return() {}
void dAcEkg_c::executeState_Return() {}
void dAcEkg_c::finalizeState_Return() {}
void dAcEkg_c::initializeState_WindBlow() {}
void dAcEkg_c::executeState_WindBlow() {}
void dAcEkg_c::finalizeState_WindBlow() {}
void dAcEkg_c::initializeState_Reverse() {}
void dAcEkg_c::executeState_Reverse() {}
void dAcEkg_c::finalizeState_Reverse() {}
void dAcEkg_c::initializeState_BlowReturn() {}
void dAcEkg_c::executeState_BlowReturn() {}
void dAcEkg_c::finalizeState_BlowReturn() {}
void dAcEkg_c::initializeState_JumpReady() {}
void dAcEkg_c::executeState_JumpReady() {}
void dAcEkg_c::finalizeState_JumpReady() {}
void dAcEkg_c::initializeState_Jump() {}
void dAcEkg_c::executeState_Jump() {}
void dAcEkg_c::finalizeState_Jump() {}
void dAcEkg_c::initializeState_JumpAttack_Hold() {}
void dAcEkg_c::executeState_JumpAttack_Hold() {}
void dAcEkg_c::finalizeState_JumpAttack_Hold() {}
void dAcEkg_c::initializeState_Release() {}
void dAcEkg_c::executeState_Release() {}
void dAcEkg_c::finalizeState_Release() {}
void dAcEkg_c::initializeState_Landing() {}
void dAcEkg_c::executeState_Landing() {}
void dAcEkg_c::finalizeState_Landing() {}
void dAcEkg_c::initializeState_WallWait() {}
void dAcEkg_c::executeState_WallWait() {}
void dAcEkg_c::finalizeState_WallWait() {}
void dAcEkg_c::initializeState_WallWalk() {}
void dAcEkg_c::executeState_WallWalk() {}
void dAcEkg_c::finalizeState_WallWalk() {}
void dAcEkg_c::initializeState_WallFind() {}
void dAcEkg_c::executeState_WallFind() {}
void dAcEkg_c::finalizeState_WallFind() {}
void dAcEkg_c::initializeState_WallStep() {}
void dAcEkg_c::executeState_WallStep() {}
void dAcEkg_c::finalizeState_WallStep() {}
void dAcEkg_c::initializeState_WallJumpReady() {}
void dAcEkg_c::executeState_WallJumpReady() {}
void dAcEkg_c::finalizeState_WallJumpReady() {}
void dAcEkg_c::initializeState_WallJump() {}
void dAcEkg_c::executeState_WallJump() {}
void dAcEkg_c::finalizeState_WallJump() {}
void dAcEkg_c::initializeState_WindBlowAtWall() {}
void dAcEkg_c::executeState_WindBlowAtWall() {}
void dAcEkg_c::finalizeState_WindBlowAtWall() {}
void dAcEkg_c::initializeState_HitAtWall() {}
void dAcEkg_c::executeState_HitAtWall() {}
void dAcEkg_c::finalizeState_HitAtWall() {}
void dAcEkg_c::initializeState_DamageAtWall() {}
void dAcEkg_c::executeState_DamageAtWall() {}
void dAcEkg_c::finalizeState_DamageAtWall() {}
void dAcEkg_c::initializeState_RoofWait() {}
void dAcEkg_c::executeState_RoofWait() {}
void dAcEkg_c::finalizeState_RoofWait() {}
void dAcEkg_c::initializeState_RoofWalk() {}
void dAcEkg_c::executeState_RoofWalk() {}
void dAcEkg_c::finalizeState_RoofWalk() {}
void dAcEkg_c::initializeState_RoofFall() {}
void dAcEkg_c::executeState_RoofFall() {}
void dAcEkg_c::finalizeState_RoofFall() {}
void dAcEkg_c::initializeState_HangOn() {}
void dAcEkg_c::executeState_HangOn() {}
void dAcEkg_c::finalizeState_HangOn() {}
void dAcEkg_c::initializeState_UnderWait() {}
void dAcEkg_c::executeState_UnderWait() {}
void dAcEkg_c::finalizeState_UnderWait() {}
void dAcEkg_c::initializeState_UnderWalk() {}
void dAcEkg_c::executeState_UnderWalk() {}
void dAcEkg_c::finalizeState_UnderWalk() {}
void dAcEkg_c::initializeState_UnderStep() {}
void dAcEkg_c::executeState_UnderStep() {}
void dAcEkg_c::finalizeState_UnderStep() {}
void dAcEkg_c::initializeState_UnderJump() {}
void dAcEkg_c::executeState_UnderJump() {}
void dAcEkg_c::finalizeState_UnderJump() {}
void dAcEkg_c::initializeState_SoundReaction() {}
void dAcEkg_c::executeState_SoundReaction() {}
void dAcEkg_c::finalizeState_SoundReaction() {}
void dAcEkg_c::initializeState_SoundReactionAtWallRoof() {}
void dAcEkg_c::executeState_SoundReactionAtWallRoof() {}
void dAcEkg_c::finalizeState_SoundReactionAtWallRoof() {}
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#include <d/a/e/d_a_e_ks.h>
SPECIAL_ACTOR_PROFILE(E_KS, dAcEKs_c, fProfile::E_KS, 0xFE, 0, 4099);
STATE_DEFINE(dAcEKs_c, Wait);
STATE_DEFINE(dAcEKs_c, WakeUp);
STATE_DEFINE(dAcEKs_c, ReturnToWait);
STATE_DEFINE(dAcEKs_c, WaitReady);
STATE_DEFINE(dAcEKs_c, Move);
STATE_DEFINE(dAcEKs_c, Chase);
STATE_DEFINE(dAcEKs_c, ChaseAttack);
STATE_DEFINE(dAcEKs_c, Fighting);
STATE_DEFINE(dAcEKs_c, AttackReady);
STATE_DEFINE(dAcEKs_c, Attack);
STATE_DEFINE(dAcEKs_c, Damage);
STATE_DEFINE(dAcEKs_c, Stun);
STATE_DEFINE(dAcEKs_c, WindBlow);
STATE_DEFINE(dAcEKs_c, PathMove);
void dAcEKs_c::initializeState_Wait() {}
void dAcEKs_c::executeState_Wait() {}
void dAcEKs_c::finalizeState_Wait() {}
void dAcEKs_c::initializeState_WakeUp() {}
void dAcEKs_c::executeState_WakeUp() {}
void dAcEKs_c::finalizeState_WakeUp() {}
void dAcEKs_c::initializeState_ReturnToWait() {}
void dAcEKs_c::executeState_ReturnToWait() {}
void dAcEKs_c::finalizeState_ReturnToWait() {}
void dAcEKs_c::initializeState_WaitReady() {}
void dAcEKs_c::executeState_WaitReady() {}
void dAcEKs_c::finalizeState_WaitReady() {}
void dAcEKs_c::initializeState_Move() {}
void dAcEKs_c::executeState_Move() {}
void dAcEKs_c::finalizeState_Move() {}
void dAcEKs_c::initializeState_Chase() {}
void dAcEKs_c::executeState_Chase() {}
void dAcEKs_c::finalizeState_Chase() {}
void dAcEKs_c::initializeState_ChaseAttack() {}
void dAcEKs_c::executeState_ChaseAttack() {}
void dAcEKs_c::finalizeState_ChaseAttack() {}
void dAcEKs_c::initializeState_Fighting() {}
void dAcEKs_c::executeState_Fighting() {}
void dAcEKs_c::finalizeState_Fighting() {}
void dAcEKs_c::initializeState_AttackReady() {}
void dAcEKs_c::executeState_AttackReady() {}
void dAcEKs_c::finalizeState_AttackReady() {}
void dAcEKs_c::initializeState_Attack() {}
void dAcEKs_c::executeState_Attack() {}
void dAcEKs_c::finalizeState_Attack() {}
void dAcEKs_c::initializeState_Damage() {}
void dAcEKs_c::executeState_Damage() {}
void dAcEKs_c::finalizeState_Damage() {}
void dAcEKs_c::initializeState_Stun() {}
void dAcEKs_c::executeState_Stun() {}
void dAcEKs_c::finalizeState_Stun() {}
void dAcEKs_c::initializeState_WindBlow() {}
void dAcEKs_c::executeState_WindBlow() {}
void dAcEKs_c::finalizeState_WindBlow() {}
void dAcEKs_c::initializeState_PathMove() {}
void dAcEKs_c::executeState_PathMove() {}
void dAcEKs_c::finalizeState_PathMove() {}

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