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https://github.com/zeldaret/ss
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26af4db82d
* update from dtk-template and start work towards using clangd * include <a> -> "a" * Update build.yml * remove/add non-trivial class in union warning
49 lines
1.8 KiB
C++
49 lines
1.8 KiB
C++
#ifndef D_A_B_BIGBOSS_H
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#define D_A_B_BIGBOSS_H
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#include "d/a/e/d_a_en_base.h"
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#include "s/s_State.hpp"
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#include "s/s_StateMgr.hpp"
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class dAcBBigBoss_c : public dAcEnBase_c {
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public:
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dAcBBigBoss_c() : mStateMgr(*this, sStateID::null) {}
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virtual ~dAcBBigBoss_c() {}
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STATE_FUNC_DECLARE(dAcBBigBoss_c, AppearWait);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, AppearDemo);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Wait);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Walk);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Reach);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Turn);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, ImpaAdvice);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, ShakeHead);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadDamage);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadDamageThrow);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadPain);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, StunPain);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, HeadRecover);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Attack);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, FrontFall);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Rush);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Rise);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Tied);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, LevelUp);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, FootBroken);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, FootRecover);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Stun);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, StunWait);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, StunRecover);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, StunDamage);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, StunFrontFall);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, Evacuation);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, StoneWait);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, SwordGameWait);
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STATE_FUNC_DECLARE(dAcBBigBoss_c, SwordGameEnd);
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private:
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/* 0x??? */ STATE_MGR_DECLARE(dAcBBigBoss_c);
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};
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#endif
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