#ifndef D_A_B_BIGBOSS2_H #define D_A_B_BIGBOSS2_H #include "d/a/e/d_a_en_base.h" #include "s/s_State.hpp" #include "s/s_StateMgr.hpp" class dAcBBigBoss2_c : public dAcEnBase_c { public: dAcBBigBoss2_c() : mStateMgr(*this, sStateID::null) {} virtual ~dAcBBigBoss2_c() {} STATE_FUNC_DECLARE(dAcBBigBoss2_c, AppearWait); STATE_FUNC_DECLARE(dAcBBigBoss2_c, AppearDemo); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Wait); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Walk); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Reach); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Turn); STATE_FUNC_DECLARE(dAcBBigBoss2_c, ImpaAdvice); STATE_FUNC_DECLARE(dAcBBigBoss2_c, ShakeHead); STATE_FUNC_DECLARE(dAcBBigBoss2_c, HeadDamage); STATE_FUNC_DECLARE(dAcBBigBoss2_c, HeadDamageThrow); STATE_FUNC_DECLARE(dAcBBigBoss2_c, HeadPain); STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunPain); STATE_FUNC_DECLARE(dAcBBigBoss2_c, HeadRecover); STATE_FUNC_DECLARE(dAcBBigBoss2_c, DropByHand); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Attack); STATE_FUNC_DECLARE(dAcBBigBoss2_c, FootBroken); STATE_FUNC_DECLARE(dAcBBigBoss2_c, BombHit); STATE_FUNC_DECLARE(dAcBBigBoss2_c, FootRecover); STATE_FUNC_DECLARE(dAcBBigBoss2_c, ArmBroken); STATE_FUNC_DECLARE(dAcBBigBoss2_c, ArmAttack); STATE_FUNC_DECLARE(dAcBBigBoss2_c, ArmRecover); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Stun); STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunWait); STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunRecover); STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunDamage); STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunBombDamage); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Mount); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Fall); STATE_FUNC_DECLARE(dAcBBigBoss2_c, MountDamage); STATE_FUNC_DECLARE(dAcBBigBoss2_c, FrontFall); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Rush); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Rise); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Tied); STATE_FUNC_DECLARE(dAcBBigBoss2_c, StunFrontFall); STATE_FUNC_DECLARE(dAcBBigBoss2_c, BadAdvice); STATE_FUNC_DECLARE(dAcBBigBoss2_c, CancelMount); STATE_FUNC_DECLARE(dAcBBigBoss2_c, MountArmBroken); STATE_FUNC_DECLARE(dAcBBigBoss2_c, LevelUp); STATE_FUNC_DECLARE(dAcBBigBoss2_c, RushDamage); STATE_FUNC_DECLARE(dAcBBigBoss2_c, GuardBallista); STATE_FUNC_DECLARE(dAcBBigBoss2_c, Evacuation); STATE_FUNC_DECLARE(dAcBBigBoss2_c, StoneWait); STATE_FUNC_DECLARE(dAcBBigBoss2_c, SwordGameWait); STATE_FUNC_DECLARE(dAcBBigBoss2_c, SwordGameEnd); private: /* 0x??? */ STATE_MGR_DECLARE(dAcBBigBoss2_c); }; #endif