Alexandria.Engines.DarkSouls.TableRows.Npc.Npc C# (CSharp) Метод

Npc() приватный Метод

private Npc ( ParameterTable table, int index ) : System
table ParameterTable
index int
Результат System
            internal Npc(ParameterTable table, int index)
                : base(table, index)
            {
                BitFields = new byte[5];
                BehaviorVariationId = (Int32)0;
                AiThinkId = (Int32)0;
                NameId = (Int32)(-1);
                TurnVellocity = (Single)0;
                HitHeight = (Single)0;
                HitRadius = (Single)0;
                Weight = (UInt32)0;
                HitYOffset = (Single)0;
                Hp = (UInt32)0;
                Mp = (UInt32)0;
                GetSoul = (UInt32)0;
                ItemLotId_1 = (Int32)(-1);
                ItemLotId_2 = (Int32)(-1);
                ItemLotId_3 = (Int32)(-1);
                ItemLotId_4 = (Int32)(-1);
                ItemLotId_5 = (Int32)(-1);
                ItemLotId_6 = (Int32)(-1);
                HumanityLotId = (Int32)(-1);
                SpEffectID0 = (Int32)(-1);
                SpEffectID1 = (Int32)(-1);
                SpEffectID2 = (Int32)(-1);
                SpEffectID3 = (Int32)(-1);
                SpEffectID4 = (Int32)(-1);
                SpEffectID5 = (Int32)(-1);
                SpEffectID6 = (Int32)(-1);
                SpEffectID7 = (Int32)(-1);
                GameClearSpEffectID = (Int32)(-1);
                PhysGuardCutRate = (Single)0;
                MagGuardCutRate = (Single)0;
                FireGuardCutRate = (Single)0;
                ThunGuardCutRate = (Single)0;
                AnimIdOffset = (Int32)0;
                MoveAnimId = (Int32)0;
                SpMoveAnimId1 = (Int32)0;
                SpMoveAnimId2 = (Int32)0;
                NetworkWarpDist = (Single)0;
                DbgBehaviorR1 = (Int32)(-1);
                DbgBehaviorL1 = (Int32)(-1);
                DbgBehaviorR2 = (Int32)(-1);
                DbgBehaviorL2 = (Int32)(-1);
                DbgBehaviorRL = (Int32)(-1);
                DbgBehaviorRR = (Int32)(-1);
                DbgBehaviorRD = (Int32)(-1);
                DbgBehaviorRU = (Int32)(-1);
                DbgBehaviorLL = (Int32)(-1);
                DbgBehaviorLR = (Int32)(-1);
                DbgBehaviorLD = (Int32)(-1);
                DbgBehaviorLU = (Int32)(-1);
                AnimIdOffset2 = (Int32)0;
                PartsDamageRate1 = (Single)1;
                PartsDamageRate2 = (Single)1;
                PartsDamageRate3 = (Single)1;
                PartsDamageRate4 = (Single)1;
                PartsDamageRate5 = (Single)1;
                PartsDamageRate6 = (Single)1;
                PartsDamageRate7 = (Single)1;
                PartsDamageRate8 = (Single)1;
                WeakPartsDamageRate = (Single)1;
                SuperArmorRecoverCorrection = (Single)0;
                SuperArmorBrakeKnockbackDist = (Single)0;
                Stamina = (UInt16)0;
                StaminaRecoverBaseVel = (UInt16)0;
                Def_phys = (UInt16)0;
                Def_slash = (Int16)0;
                Def_blow = (Int16)0;
                Def_thrust = (Int16)0;
                Def_mag = (UInt16)0;
                Def_fire = (UInt16)0;
                Def_thunder = (UInt16)0;
                DefFlickPower = (UInt16)0;
                ResistPoison = (UInt16)0;
                ResistDisease = (UInt16)0;
                ResistBleed = (UInt16)0;
                ResistCurse = (UInt16)0;
                GhostModelId = (Int16)(-1);
                NormalChangeResouceId = (Int16)(-1);
                GuardAngle = (Int16)0;
                SlashGuardCutRate = (Int16)0;
                BlowGuardCutRate = (Int16)0;
                ThrustGuardCutRate = (Int16)0;
                SuperArmorDurability = (Int16)0;
                NormalChangeTexChrId = (Int16)(-1);
                DropType = (NpcItemDropType)0;
                KnockbackRate = (Byte)0;
                KnockbackParamId = (Byte)0;
                FallDamageDump = (Byte)0;
                StaminaGuardDef = (Byte)0;
                PcAttrB = (Byte)0;
                PcAttrW = (Byte)0;
                PcAttrL = (Byte)0;
                PcAttrR = (Byte)0;
                AreaAttrB = (Byte)0;
                AreaAttrW = (Byte)0;
                AreaAttrL = (Byte)0;
                AreaAttrR = (Byte)0;
                MpRecoverBaseVel = (Byte)0;
                FlickDamageCutRate = (Byte)0;
                DefaultLodParamId = (SByte)(-1);
                DrawType = (NpcDrawType)0;
                NpcType = (NpcType)0;
                TeamType = (NpcTemaType)0;
                MoveType = (NpcMoveType)0;
                LockDist = (Byte)0;
                Material = (WeaponMaterialDefend)0;
                MaterialSfx = (WeaponMaterialDefendSound)0;
                Material_Weak = (WeaponMaterialDefend)0;
                MaterialSfx_Weak = (WeaponMaterialDefendSound)0;
                PartsDamageType = (AttackParameterPartDamageType)0;
                MaxUndurationAng = (Byte)0;
                GuardLevel = (SByte)0;
                BurnSfxType = (NpcBurnType)0;
                PoisonGuardResist = (SByte)0;
                DiseaseGuardResist = (SByte)0;
                BloodGuardResist = (SByte)0;
                CurseGuardResist = (SByte)0;
                ParryAttack = (Byte)0;
                ParryDefence = (Byte)0;
                SfxSize = (NpcSfxSize)0;
                PushOutCamRegionRadius = (Byte)12;
                HitStopType = (NpcHitStopType)0;
                LadderEndChkOffsetTop = (Byte)15;
                LadderEndChkOffsetLow = (Byte)8;
                UseRagdollCamHit = false;
                DisableClothRigidHit = false;
                UseRagdoll = false;
                IsDemon = false;
                IsGhost = false;
                IsNoDamageMotion = false;
                IsUnduration = false;
                IsChangeWanderGhost = false;
                ModelDispMask0 = false;
                ModelDispMask1 = false;
                ModelDispMask2 = false;
                ModelDispMask3 = false;
                ModelDispMask4 = false;
                ModelDispMask5 = false;
                ModelDispMask6 = false;
                ModelDispMask7 = false;
                ModelDispMask8 = false;
                ModelDispMask9 = false;
                ModelDispMask10 = false;
                ModelDispMask11 = false;
                ModelDispMask12 = false;
                ModelDispMask13 = false;
                ModelDispMask14 = false;
                ModelDispMask15 = false;
                IsEnableNeckTurn = false;
                DisableRespawn = false;
                IsMoveAnimWait = false;
                IsCrowd = false;
                IsWeakSaint = false;
                IsWeakA = false;
                IsWeakB = false;
                Pad1 = false;
                VowType = (Byte)0;
                DisableInitializeDead = false;
                Pad3 = (Byte)0;
                Pad2 = new Byte[6];
            }

Same methods

TableRows.Npc::Npc ( ParameterTable table, int index, AssetLoader loader, int next ) : System