#ifndef D_A_E_MR_H #define D_A_E_MR_H #include "d/a/e/d_a_en_base.h" #include "s/s_State.hpp" #include "s/s_StateMgr.hpp" class dAcEmr_c : public dAcEnBase_c { public: dAcEmr_c() : mStateMgr(*this, sStateID::null) {} virtual ~dAcEmr_c() {} STATE_FUNC_DECLARE(dAcEmr_c, Wait); STATE_FUNC_DECLARE(dAcEmr_c, Walk); STATE_FUNC_DECLARE(dAcEmr_c, Find); STATE_FUNC_DECLARE(dAcEmr_c, BattleMove); STATE_FUNC_DECLARE(dAcEmr_c, GuardSt); STATE_FUNC_DECLARE(dAcEmr_c, GuardEnd); STATE_FUNC_DECLARE(dAcEmr_c, Stick); STATE_FUNC_DECLARE(dAcEmr_c, BattleNoShieldMove); STATE_FUNC_DECLARE(dAcEmr_c, Swing); STATE_FUNC_DECLARE(dAcEmr_c, Rush); STATE_FUNC_DECLARE(dAcEmr_c, GuardJust); STATE_FUNC_DECLARE(dAcEmr_c, Lost); STATE_FUNC_DECLARE(dAcEmr_c, ShieldCut); STATE_FUNC_DECLARE(dAcEmr_c, ShieldThrow); STATE_FUNC_DECLARE(dAcEmr_c, ShieldOut); STATE_FUNC_DECLARE(dAcEmr_c, Dead); STATE_FUNC_DECLARE(dAcEmr_c, Piyori); STATE_FUNC_DECLARE(dAcEmr_c, WhipPiyori); STATE_FUNC_DECLARE(dAcEmr_c, BombReaction); STATE_FUNC_DECLARE(dAcEmr_c, Yoroke); STATE_FUNC_DECLARE(dAcEmr_c, EventWait); STATE_FUNC_DECLARE(dAcEmr_c, Damage); STATE_FUNC_DECLARE(dAcEmr_c, PathWait); STATE_FUNC_DECLARE(dAcEmr_c, PathWalk); STATE_FUNC_DECLARE(dAcEmr_c, Home); STATE_FUNC_DECLARE(dAcEmr_c, PathHome); private: /* 0x??? */ STATE_MGR_DECLARE(dAcEmr_c); }; #endif