public CreatureObject(uint ObjectId, GameObjectManager ObjectManager) : base(ObjectId, GameObjectType.Creature, ObjectManager)
{
//
// Cache state that doesn't change over the lifetime of the object
// so as to avoid a need to call down into the engine for these
// fields.
//
CreatureIsPC = Script.GetIsPC(ObjectId) != CLRScriptBase.FALSE ? true : false;
CreatureIsDM = Script.GetIsDM(ObjectId) != CLRScriptBase.FALSE ? true : false;
PerceivedObjects = new List<PerceptionNode>();
}