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];
}