#ifndef D_A_E_KG_H #define D_A_E_KG_H #include "d/a/e/d_a_en_base.h" #include "s/s_State.hpp" class dAcEkg_c : public dAcEnBase_c { public: dAcEkg_c() : mStateMgr(*this) {} virtual ~dAcEkg_c() {} STATE_FUNC_DECLARE(dAcEkg_c, Wait); STATE_FUNC_DECLARE(dAcEkg_c, Walk); STATE_FUNC_DECLARE(dAcEkg_c, Find); STATE_FUNC_DECLARE(dAcEkg_c, Chase); STATE_FUNC_DECLARE(dAcEkg_c, Step); STATE_FUNC_DECLARE(dAcEkg_c, Damage); STATE_FUNC_DECLARE(dAcEkg_c, PlayerLost); STATE_FUNC_DECLARE(dAcEkg_c, Return); STATE_FUNC_DECLARE(dAcEkg_c, WindBlow); STATE_FUNC_DECLARE(dAcEkg_c, Reverse); STATE_FUNC_DECLARE(dAcEkg_c, BlowReturn); STATE_FUNC_DECLARE(dAcEkg_c, JumpReady); STATE_FUNC_DECLARE(dAcEkg_c, Jump); STATE_FUNC_DECLARE(dAcEkg_c, JumpAttack_Hold); STATE_FUNC_DECLARE(dAcEkg_c, Release); STATE_FUNC_DECLARE(dAcEkg_c, Landing); STATE_FUNC_DECLARE(dAcEkg_c, WallWait); STATE_FUNC_DECLARE(dAcEkg_c, WallWalk); STATE_FUNC_DECLARE(dAcEkg_c, WallFind); STATE_FUNC_DECLARE(dAcEkg_c, WallStep); STATE_FUNC_DECLARE(dAcEkg_c, WallJumpReady); STATE_FUNC_DECLARE(dAcEkg_c, WallJump); STATE_FUNC_DECLARE(dAcEkg_c, WindBlowAtWall); STATE_FUNC_DECLARE(dAcEkg_c, HitAtWall); STATE_FUNC_DECLARE(dAcEkg_c, DamageAtWall); STATE_FUNC_DECLARE(dAcEkg_c, RoofWait); STATE_FUNC_DECLARE(dAcEkg_c, RoofWalk); STATE_FUNC_DECLARE(dAcEkg_c, RoofFall); STATE_FUNC_DECLARE(dAcEkg_c, HangOn); STATE_FUNC_DECLARE(dAcEkg_c, UnderWait); STATE_FUNC_DECLARE(dAcEkg_c, UnderWalk); STATE_FUNC_DECLARE(dAcEkg_c, UnderStep); STATE_FUNC_DECLARE(dAcEkg_c, UnderJump); STATE_FUNC_DECLARE(dAcEkg_c, SoundReaction); STATE_FUNC_DECLARE(dAcEkg_c, SoundReactionAtWallRoof); private: /* 0x??? */ STATE_MGR_DECLARE(dAcEkg_c); }; #endif