public ActorInteractiveFsm(ActorFsmStateType state) : base(state) { }
public ActorStealthFsm(ActorFsmStateType state) : base(state) { }
public ActorBeatDownFsm(ActorFsmStateType state) : base(state) { }
public ActorVariationFsm(ActorFsmStateType state) : base(state) { }
public ActorCollectMineFsm(ActorFsmStateType state) : base(state) { }
public ActorDeadFsm(ActorFsmStateType state) : base(state) { }
public ActorTalkFsm(ActorFsmStateType state) : base(state) { }
public ActorFixBodyFsm(ActorFsmStateType state) : base(state) { }
public ActorGrabFsm(ActorFsmStateType state) : base(state) { }
public ActorWoundFsm(ActorFsmStateType state) : base(state) { }
public ActorIdleFsm(ActorFsmStateType state) : base(state) { }
public ActorStunFsm(ActorFsmStateType state) : base(state) { }
public ActorSleepFsm(ActorFsmStateType state) : base(state) { }
public ActorFrostFsm(ActorFsmStateType state) : base(state) { }
public ActorJumpFsm(ActorFsmStateType state) : base(state) { }
public ActorSkillFsm(ActorFsmStateType state) : base(state) { }
public ActorRideFsm(ActorFsmStateType state) : base(state) { }
public ActorRebornFsm(ActorFsmStateType state) : base(state) { }
public ActorFlyFsm(ActorFsmStateType state) : base(state) { }
public ActorFsmStateBase(ActorFsmStateType state) { StateType = state; }
public ActorHookFsm(ActorFsmStateType state) : base(state) { }
public ActorBeatBackFsm(ActorFsmStateType state) : base(state) { }