Server.Mobiles.BaseCreature.BaseCreature C# (CSharp) Method

BaseCreature() public method

public BaseCreature ( AIType ai, FightMode mode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed ) : System
ai AIType
mode FightMode
iRangePerception int
iRangeFight int
dActiveSpeed double
dPassiveSpeed double
return System
        public BaseCreature(AIType ai,
            FightMode mode,
            int iRangePerception,
            int iRangeFight,
            double dActiveSpeed,
            double dPassiveSpeed)
        {
            if ( iRangePerception == OldRangePerception )
                iRangePerception = DefaultRangePerception;

            m_Loyalty = MaxLoyalty; // Wonderfully Happy

            m_CurrentAI = ai;
            m_DefaultAI = ai;

            m_iRangePerception = iRangePerception;
            m_iRangeFight = iRangeFight;

            m_FightMode = mode;

            m_iTeam = 0;

            SpeedInfo.GetSpeeds( this, ref dActiveSpeed, ref dPassiveSpeed );

            m_dActiveSpeed = dActiveSpeed;
            m_dPassiveSpeed = dPassiveSpeed;
            m_dCurrentSpeed = dPassiveSpeed;

            m_bDebugAI = false;

            m_arSpellAttack = new List<Type>();
            m_arSpellDefense = new List<Type>();

            m_bControlled = false;
            m_ControlMaster = null;
            m_ControlTarget = null;
            m_ControlOrder = OrderType.None;

            m_bTamable = false;

            m_Owners = new List<Mobile>();

            m_NextReacquireTime = DateTime.Now + ReacquireDelay;

            ChangeAIType(AI);

            InhumanSpeech speechType = this.SpeechType;

            if ( speechType != null )
                speechType.OnConstruct( this );

            GenerateLoot( true );
        }

Same methods

BaseCreature::BaseCreature ( Server.Serial serial ) : System
BaseCreature