#ifndef D_A_E_GUMARM_H #define D_A_E_GUMARM_H #include "d/a/e/d_a_en_base.h" #include "s/s_State.hpp" #include "s/s_StateMgr.hpp" class dAcGumarm_c : public dAcEnBase_c { public: dAcGumarm_c() : mStateMgr(*this, sStateID::null) {} virtual ~dAcGumarm_c() {} STATE_FUNC_DECLARE(dAcGumarm_c, Hide); STATE_FUNC_DECLARE(dAcGumarm_c, HideWait); STATE_FUNC_DECLARE(dAcGumarm_c, HideWalk); STATE_FUNC_DECLARE(dAcGumarm_c, HideMove); STATE_FUNC_DECLARE(dAcGumarm_c, Wait); STATE_FUNC_DECLARE(dAcGumarm_c, Walk); STATE_FUNC_DECLARE(dAcGumarm_c, Appear); STATE_FUNC_DECLARE(dAcGumarm_c, KeepRock); STATE_FUNC_DECLARE(dAcGumarm_c, AttackMove); STATE_FUNC_DECLARE(dAcGumarm_c, Attack); STATE_FUNC_DECLARE(dAcGumarm_c, Lost); STATE_FUNC_DECLARE(dAcGumarm_c, Find); STATE_FUNC_DECLARE(dAcGumarm_c, FreezeStart); STATE_FUNC_DECLARE(dAcGumarm_c, Freeze); STATE_FUNC_DECLARE(dAcGumarm_c, FreezeEnd); STATE_FUNC_DECLARE(dAcGumarm_c, Sink); STATE_FUNC_DECLARE(dAcGumarm_c, KeepSink); STATE_FUNC_DECLARE(dAcGumarm_c, Dead); private: /* 0x??? */ STATE_MGR_DECLARE(dAcGumarm_c); }; #endif