public InventoryHumanoid(MobileEntity ent)
        {
            heldWeapon = null;
            bag = new List<Item>();

            this.ent = ent; //super hacky, consider creating interface or something for ents that can have inventory (or just position, really) and moving up to Inventory
        }
 public AttackClose(Rectangle boundingBox, MobileEntity attacker, float multiplier, int duration)
 {
     this.boundingBox = boundingBox;
     this.attacker = attacker;
     this.multiplier = multiplier;
     this.duration = duration;
     this.isAttacking = false;
     this.timeLeft = 0;
 }
 public abstract void AIMove(MobileEntity entity);
 public StabbingAttack(Rectangle boundingBox, MobileEntity attacker, float multiplier, int duration, int maxLength)
     : base(boundingBox, attacker, multiplier, duration)
 {
     this.maxLength = maxLength;
 }
 public PassiveAttack(Rectangle boundingBox, MobileEntity attacker, float multiplier, int duration)
     : base(boundingBox, attacker, multiplier, duration)
 {
 }
 public SwingingAttack(Rectangle boundingBox, MobileEntity attacker, float multiplier, int duration, float maxAngle)
     : base(boundingBox, attacker, multiplier, duration)
 {
     this.maxAngle = maxAngle;
 }