text: #ifndef _GAME_ITEMPLANT_STATE_H
  #define _GAME_ITEMPLANT_STATE_H
  
  /*
      __vt__Q34Game9ItemPlant5State:
      .4byte 0
      .4byte 0
      .4byte
     "init__Q24Game32FSMState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4ItemPQ24Game8StateArg"
      .4byte
     "exec__Q24Game32FSMState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4Item"
      .4byte
     "cleanup__Q24Game32FSMState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4Item"
      .4byte
     "resume__Q24Game32FSMState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4Item"
      .4byte
     "restart__Q24Game32FSMState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4Item"
      .4byte
     "transit__Q24Game32FSMState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4ItemiPQ24Game8StateArg"
      .4byte
     "onDamage__Q24Game33ItemState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4Itemf"
      .4byte
     "onKeyEvent__Q24Game33ItemState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4ItemRCQ28SysShape8KeyEvent"
      .4byte
     "onBounce__Q24Game33ItemState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4ItemPQ23Sys8Triangle"
      .4byte
     "onPlatCollision__Q24Game33ItemState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4ItemRQ24Game9PlatEvent"
      .4byte
     "onCollision__Q24Game33ItemState<Q34Game9ItemPlant4Item>FPQ34Game9ItemPlant4ItemRQ24Game9CollEvent"
      .4byte eventKarero__Q34Game9ItemPlant5StateFPQ34Game9ItemPlant4Item
      .4byte eventHaero__Q34Game9ItemPlant5StateFPQ34Game9ItemPlant4Item
  */
  
  namespace Game {
  namespace FSMState < Game
  {
  	namespace ItemPlant {
  		struct Item >
  		{
  			virtual void FSMState < init(Item*, StateArg*);         // _00
  			virtual void FSMState < exec(Item*);                    // _04
  			virtual void FSMState < cleanup(Item*);                 // _08
  			virtual void FSMState < resume(Item*);                  // _0C
  			virtual void FSMState < restart(Item*);                 // _10
  			virtual void FSMState < transit(Item*, int, StateArg*); // _14
  			virtual void ItemState < onDamage(Item*, float);        // _18
  			virtual void ItemState
  			    < onKeyEvent(Item*, const SysShape::KeyEvent&);          // _1C
  			virtual void ItemState < onBounce(Item*, Sys::Triangle*);    // _20
  			virtual void ItemState < onPlatCollision(Item*, PlatEvent&); // _24
  			virtual void ItemState < onCollision(Item*, CollEvent&);     // _28
  
  			// _00 VTBL
  		};
  	} // namespace ItemPlant
  } // namespace Game
  } // namespace Game
  
  namespace Game {
  namespace ItemPlant {
  	struct State : public Item > {
  		virtual void FSMState < init(Item*, StateArg*);         // _00
  		virtual void FSMState < exec(Item*);                    // _04
  		virtual void FSMState < cleanup(Item*);                 // _08
  		virtual void FSMState < resume(Item*);                  // _0C
  		virtual void FSMState < restart(Item*);                 // _10
  		virtual void FSMState < transit(Item*, int, StateArg*); // _14
  		virtual void ItemState < onDamage(Item*, float);        // _18
  		virtual void ItemState
  		    < onKeyEvent(Item*, const SysShape::KeyEvent&);          // _1C
  		virtual void ItemState < onBounce(Item*, Sys::Triangle*);    // _20
  		virtual void ItemState < onPlatCollision(Item*, PlatEvent&); // _24
  		virtual void ItemState < onCollision(Item*, CollEvent&);     // _28
  		virtual void eventKarero(Item*);                             // _2C
  		virtual void eventHaero(Item*);                              // _30
  
  		// _00 VTBL
  	};
  } // namespace ItemPlant
  } // namespace Game
  
  #endif
  