📄 npcstatefactory.h
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#pragma once
class WanderState; class PatrolState; class IdleState;
class TrackState; class AttackState; class DeadState;
class HelpState; class ThrustState; class FlyingState;
class KnockDownState; class JumpState; class FallApartState;
class ReturnState; class RetreatState; class RunAwayState;
class ChaosState; class SummonIdle; class SpawnIdleState;
class StopIdleState; class TrackAreaState;
class NPCStateFactory
{
public:
NPCStateFactory();
~NPCStateFactory();
State* Alloc( DWORD dwStateID );
private:
WanderState * m_pWanderState; IdleState * m_pIdleState;
TrackState * m_pTrackState; AttackState * m_pAttackState;
HelpState * m_pHelpState; ThrustState * m_pThrustState;
DeadState * m_pDeadState; FlyingState * m_pFlyingState;
KnockDownState * m_pKnockDownState; JumpState * m_pJumpState;
FallApartState * m_pFallApartState; ReturnState * m_pReturnState;
RetreatState * m_pRetreatState; RunAwayState * m_pRunAwayState;
ChaosState * m_pChaosState; SummonIdle * m_pSummonIdleState;
PatrolState * m_pPatrolState; SpawnIdleState * m_pSpawnIdleState;
StopIdleState * m_pStopIdleState; TrackAreaState * m_pTrackAreaState;
};
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