text: #ifndef _GAME_ONIKURAGE_STATEFALL_H
  #define _GAME_ONIKURAGE_STATEFALL_H
  
  /*
      __vt__Q34Game9OniKurage9StateFall:
      .4byte 0
      .4byte 0
      .4byte init__Q34Game9OniKurage9StateFallFPQ24Game9EnemyBasePQ24Game8StateArg
      .4byte exec__Q34Game9OniKurage9StateFallFPQ24Game9EnemyBase
      .4byte cleanup__Q34Game9OniKurage9StateFallFPQ24Game9EnemyBase
      .4byte resume__Q24Game13EnemyFSMStateFPQ24Game9EnemyBase
      .4byte restart__Q24Game13EnemyFSMStateFPQ24Game9EnemyBase
      .4byte transit__Q24Game13EnemyFSMStateFPQ24Game9EnemyBaseiPQ24Game8StateArg
      .4byte doDirectDraw__Q24Game13EnemyFSMStateFPQ24Game9EnemyBaseR8Graphics
  */
  
  namespace Game {
  struct EnemyFSMState {
  	virtual void init(EnemyBase*, StateArg*);         // _00
  	virtual void exec(EnemyBase*);                    // _04
  	virtual void cleanup(EnemyBase*);                 // _08
  	virtual void resume(EnemyBase*);                  // _0C
  	virtual void restart(EnemyBase*);                 // _10
  	virtual void transit(EnemyBase*, int, StateArg*); // _14
  	virtual void doDirectDraw(EnemyBase*, Graphics&); // _18
  
  	// _00 VTBL
  };
  } // namespace Game
  
  namespace Game {
  namespace OniKurage {
  	struct StateFall : public EnemyFSMState {
  		virtual void init(EnemyBase*, StateArg*);         // _00
  		virtual void exec(EnemyBase*);                    // _04
  		virtual void cleanup(EnemyBase*);                 // _08
  		virtual void resume(EnemyBase*);                  // _0C
  		virtual void restart(EnemyBase*);                 // _10
  		virtual void transit(EnemyBase*, int, StateArg*); // _14
  		virtual void doDirectDraw(EnemyBase*, Graphics&); // _18
  
  		// _00 VTBL
  	};
  } // namespace OniKurage
  } // namespace Game
  
  #endif
  