internal Bullet(ParameterTable table, int index)
: base(table, index)
{
BitFields = new byte[3];
AtkId_Bullet = (Int32)(-1);
SfxId_Bullet = (Int32)(-1);
SfxId_Hit = (Int32)(-1);
SfxId_Flick = (Int32)(-1);
Life = (Single)(-1);
Dist = (Single)0;
ShootInterval = (Single)0;
GravityInRange = (Single)0;
GravityOutRange = (Single)0;
HormingStopRange = (Single)0;
InitVellocity = (Single)0;
AccelInRange = (Single)0;
AccelOutRange = (Single)0;
MaxVellocity = (Single)0;
MinVellocity = (Single)0;
AccelTime = (Single)0;
HomingBeginDist = (Single)0;
HitRadius = (Single)(-1);
HitRadiusMax = (Single)(-1);
SpreadTime = (Single)0;
ExpDelay = (Single)0;
HormingOffsetRange = (Single)0;
DmgHitRecordLifeTime = (Single)0;
ExternalForce = (Single)0;
SpEffectIDForShooter = (Int32)(-1);
AutoSearchNPCThinkID = (Int32)0;
HitBulletID = (Int32)(-1);
SpEffectId0 = (Int32)(-1);
SpEffectId1 = (Int32)(-1);
SpEffectId2 = (Int32)(-1);
SpEffectId3 = (Int32)(-1);
SpEffectId4 = (Int32)(-1);
NumShoot = (UInt16)0;
HomingAngle = (Int16)0;
ShootAngle = (Int16)0;
ShootAngleInterval = (Int16)0;
ShootAngleXInterval = (Int16)0;
DamageDamp = (SByte)0;
SpelDamageDamp = (SByte)0;
FireDamageDamp = (SByte)0;
ThunderDamageDamp = (SByte)0;
StaminaDamp = (SByte)0;
KnockbackDamp = (SByte)0;
ShootAngleXZ = (SByte)0;
LockShootLimitAng = (Byte)0;
IsPenetrate = (Byte)0;
PrevVelocityDirRate = (Byte)0;
AtkAttribute = (AttackAttackAttributes)0;
SpAttribute = (AttackParameterSpecialAttributes)0;
Material_AttackType = (AttackType)0;
Material_AttackMaterial = (WeaponMaterialAttack)0;
Material_Size = (AttackSize)0;
LaunchConditionType = (BulletLaunchConditionType)0;
FollowType = (BulletFollowType)0;
EmittePosType = (BulletEmitterPosition)0;
IsAttackSFX = false;
IsEndlessHit = false;
IsPenetrateMap = false;
IsHitBothTeam = false;
IsUseSharedHitList = false;
IsUseMultiDmyPolyIfPlace = false;
AttachEffectType = (BulletAttachEffect)0;
IsHitForceMagic = false;
IsIgnoreSfxIfHitWater = false;
IsIgnoreMoveStateIfHitWater = false;
IsHitDarkForceMagic = false;
Pad = new Byte[3];
}