#ifndef D_A_E_BCZ_H #define D_A_E_BCZ_H #include "d/a/e/d_a_en_base.h" #include "s/s_State.hpp" #include "s/s_StateMgr.hpp" class dAcEBcZ_c : public dAcEnBase_c { public: dAcEBcZ_c() : mStateMgr(*this, sStateID::null) {} virtual ~dAcEBcZ_c() {} STATE_FUNC_DECLARE(dAcEBcZ_c, Arise); STATE_FUNC_DECLARE(dAcEBcZ_c, Wait); STATE_FUNC_DECLARE(dAcEBcZ_c, Walk); STATE_FUNC_DECLARE(dAcEBcZ_c, Find); STATE_FUNC_DECLARE(dAcEBcZ_c, Chase); STATE_FUNC_DECLARE(dAcEBcZ_c, HoldAttack); STATE_FUNC_DECLARE(dAcEBcZ_c, HoldStart); STATE_FUNC_DECLARE(dAcEBcZ_c, HoldWait); STATE_FUNC_DECLARE(dAcEBcZ_c, HoldScream); STATE_FUNC_DECLARE(dAcEBcZ_c, WhipTurn); STATE_FUNC_DECLARE(dAcEBcZ_c, WhipStagger); STATE_FUNC_DECLARE(dAcEBcZ_c, WindBlow); STATE_FUNC_DECLARE(dAcEBcZ_c, KeepAwayFromShield); STATE_FUNC_DECLARE(dAcEBcZ_c, Damage); STATE_FUNC_DECLARE(dAcEBcZ_c, Down); STATE_FUNC_DECLARE(dAcEBcZ_c, AriseFromTag); STATE_FUNC_DECLARE(dAcEBcZ_c, RopeSearch); STATE_FUNC_DECLARE(dAcEBcZ_c, RopeSearchWalk); STATE_FUNC_DECLARE(dAcEBcZ_c, RopeSearchWait); STATE_FUNC_DECLARE(dAcEBcZ_c, RopeWait); STATE_FUNC_DECLARE(dAcEBcZ_c, RopeMove); STATE_FUNC_DECLARE(dAcEBcZ_c, RopeHoldStart); STATE_FUNC_DECLARE(dAcEBcZ_c, RopeHoldWait); STATE_FUNC_DECLARE(dAcEBcZ_c, RopeHoldScream); STATE_FUNC_DECLARE(dAcEBcZ_c, PoisonSwamp); private: /* 0x??? */ STATE_MGR_DECLARE(dAcEBcZ_c); }; #endif