public BaseConvo(AIType ai, FightMode mode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed) : base(ai, mode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed) { m_Job = JobFragment.None; if (this.AlwaysMurderer) { m_Mood = (Attitude)Utility.Random(3); // make them never good tempered } else { m_Mood = (Attitude)Utility.Random(5); } m_Soph = (Sophistication)Utility.Random(3); }
public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); switch (version) { case 0: { m_Job = (JobFragment)reader.ReadShort(); m_Mood = (Attitude)reader.ReadByte(); m_Soph = (Sophistication)reader.ReadByte(); break; } } }
public BaseConvo(AIType ai, FightMode mode, int iRangePerception, int iRangeFight, double dActiveSpeed, double dPassiveSpeed) : base(ai, mode, iRangePerception, iRangeFight, dActiveSpeed, dPassiveSpeed) { m_Job = JobFragment.None; if (this.AlwaysMurderer) m_Mood = (Attitude)Utility.Random(3); // make them never good tempered else m_Mood = (Attitude)Utility.Random(5); m_Soph = (Sophistication)Utility.Random(3); }