#ifndef D_A_B_BIGBOSS_H #define D_A_B_BIGBOSS_H #include "d/a/e/d_a_en_base.h" #include "s/s_State.hpp" #include "s/s_StateMgr.hpp" class dAcBBigBoss_c : public dAcEnBase_c { public: dAcBBigBoss_c() : mStateMgr(*this, sStateID::null) {} virtual ~dAcBBigBoss_c() {} STATE_FUNC_DECLARE(dAcBBigBoss_c, AppearWait); STATE_FUNC_DECLARE(dAcBBigBoss_c, AppearDemo); STATE_FUNC_DECLARE(dAcBBigBoss_c, Wait); STATE_FUNC_DECLARE(dAcBBigBoss_c, Walk); STATE_FUNC_DECLARE(dAcBBigBoss_c, Reach); STATE_FUNC_DECLARE(dAcBBigBoss_c, Turn); STATE_FUNC_DECLARE(dAcBBigBoss_c, ImpaAdvice); STATE_FUNC_DECLARE(dAcBBigBoss_c, ShakeHead); STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadDamage); STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadDamageThrow); STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadPain); STATE_FUNC_DECLARE(dAcBBigBoss_c, StunPain); STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadRecover); STATE_FUNC_DECLARE(dAcBBigBoss_c, Attack); STATE_FUNC_DECLARE(dAcBBigBoss_c, FrontFall); STATE_FUNC_DECLARE(dAcBBigBoss_c, Rush); STATE_FUNC_DECLARE(dAcBBigBoss_c, Rise); STATE_FUNC_DECLARE(dAcBBigBoss_c, Tied); STATE_FUNC_DECLARE(dAcBBigBoss_c, LevelUp); STATE_FUNC_DECLARE(dAcBBigBoss_c, FootBroken); STATE_FUNC_DECLARE(dAcBBigBoss_c, FootRecover); STATE_FUNC_DECLARE(dAcBBigBoss_c, Stun); STATE_FUNC_DECLARE(dAcBBigBoss_c, StunWait); STATE_FUNC_DECLARE(dAcBBigBoss_c, StunRecover); STATE_FUNC_DECLARE(dAcBBigBoss_c, StunDamage); STATE_FUNC_DECLARE(dAcBBigBoss_c, StunFrontFall); STATE_FUNC_DECLARE(dAcBBigBoss_c, Evacuation); STATE_FUNC_DECLARE(dAcBBigBoss_c, StoneWait); STATE_FUNC_DECLARE(dAcBBigBoss_c, SwordGameWait); STATE_FUNC_DECLARE(dAcBBigBoss_c, SwordGameEnd); private: /* 0x??? */ STATE_MGR_DECLARE(dAcBBigBoss_c); }; #endif