public bool Has(CreatureStates state) { return ((this.State & state) != 0); }
public bool Is(RaceStands stand) { return ((this.RaceData.Stand & stand) != 0); }
public override bool CanTarget(Creature creature) { if (!base.CanTarget(creature)) return false; // Named NPCs (normal dialog ones) can't be targeted. // Important because AIs target /pc/ and most NPCs are humans. if (creature.Has(CreatureStates.NamedNpc)) return false; return true; }