public CombatStyleDecision(string Tag = null)
     : base(Tag)
 {
     ManeuverDodgeChance    = new Byte();
     ManeuverSidestepChance = new Byte();
     Unused1 = new byte[2];
     ManeuverDodgeLRTimerMin       = new Single();
     ManeuverDodgeLRTimerMax       = new Single();
     ManeuverDodgeForwardTimerMin  = new Single();
     ManeuverDodgeForwardTimerMax  = new Single();
     ManeuverDodgeBackwardTimerMin = new Single();
     ManeuverDodgeBackwardTimerMax = new Single();
     ManeuverDodgeIdleTimerMin     = new Single();
     ManeuverDodgeIdleTimerMax     = new Single();
     MeleeBlockChance  = new Byte();
     MeleeAttackChance = new Byte();
     Unused2           = new byte[2];
     MeleeRecoilStaggerBonusToAttack = new Single();
     MeleeUnconsciousBonusToAttack   = new Single();
     MeleeHandToHandBonusToAttack    = new Single();
     MeleePowerAttackChance          = new Byte();
     Unused3 = new byte[3];
     MeleePowerAttackRecoilStaggerBonus = new Single();
     MeleePowerAttackUnconsciousBonus   = new Single();
     MeleePowerAttackNormal             = new Byte();
     MeleePowerAttackForward            = new Byte();
     MeleePowerAttackBack  = new Byte();
     MeleePowerAttackLeft  = new Byte();
     MeleePowerAttackRight = new Byte();
     Unused4                             = new byte[3];
     MeleeHoldTimerMin                   = new Single();
     MeleeHoldTimerMax                   = new Single();
     Flags                               = new CombatStyleFlags();
     ManeuverAcrobaticDodgeChance        = new Byte();
     MeleeRushingPowerAttackChance       = new Byte();
     Unused5                             = new byte[2];
     MeleeRushingPowerAttackDistanceMult = new Single();
 }
 public CombatStyleDecision(Byte ManeuverDodgeChance, Byte ManeuverSidestepChance, Byte[] Unused1, Single ManeuverDodgeLRTimerMin, Single ManeuverDodgeLRTimerMax, Single ManeuverDodgeForwardTimerMin, Single ManeuverDodgeForwardTimerMax, Single ManeuverDodgeBackwardTimerMin, Single ManeuverDodgeBackwardTimerMax, Single ManeuverDodgeIdleTimerMin, Single ManeuverDodgeIdleTimerMax, Byte MeleeBlockChance, Byte MeleeAttackChance, Byte[] Unused2, Single MeleeRecoilStaggerBonusToAttack, Single MeleeUnconsciousBonusToAttack, Single MeleeHandToHandBonusToAttack, Byte MeleePowerAttackChance, Byte[] Unused3, Single MeleePowerAttackRecoilStaggerBonus, Single MeleePowerAttackUnconsciousBonus, Byte MeleePowerAttackNormal, Byte MeleePowerAttackForward, Byte MeleePowerAttackBack, Byte MeleePowerAttackLeft, Byte MeleePowerAttackRight, Byte[] Unused4, Single MeleeHoldTimerMin, Single MeleeHoldTimerMax, CombatStyleFlags Flags, Byte ManeuverAcrobaticDodgeChance, Byte MeleeRushingPowerAttackChance, Byte[] Unused5, Single MeleeRushingPowerAttackDistanceMult)
 {
     this.ManeuverDodgeChance    = ManeuverDodgeChance;
     this.ManeuverSidestepChance = ManeuverSidestepChance;
     this.Unused1 = Unused1;
     this.ManeuverDodgeLRTimerMin       = ManeuverDodgeLRTimerMin;
     this.ManeuverDodgeLRTimerMax       = ManeuverDodgeLRTimerMax;
     this.ManeuverDodgeForwardTimerMin  = ManeuverDodgeForwardTimerMin;
     this.ManeuverDodgeForwardTimerMax  = ManeuverDodgeForwardTimerMax;
     this.ManeuverDodgeBackwardTimerMin = ManeuverDodgeBackwardTimerMin;
     this.ManeuverDodgeBackwardTimerMax = ManeuverDodgeBackwardTimerMax;
     this.ManeuverDodgeIdleTimerMin     = ManeuverDodgeIdleTimerMin;
     this.ManeuverDodgeIdleTimerMax     = ManeuverDodgeIdleTimerMax;
     this.MeleeBlockChance  = MeleeBlockChance;
     this.MeleeAttackChance = MeleeAttackChance;
     this.Unused2           = Unused2;
     this.MeleeRecoilStaggerBonusToAttack = MeleeRecoilStaggerBonusToAttack;
     this.MeleeUnconsciousBonusToAttack   = MeleeUnconsciousBonusToAttack;
     this.MeleeHandToHandBonusToAttack    = MeleeHandToHandBonusToAttack;
     this.MeleePowerAttackChance          = MeleePowerAttackChance;
     this.Unused3 = Unused3;
     this.MeleePowerAttackRecoilStaggerBonus = MeleePowerAttackRecoilStaggerBonus;
     this.MeleePowerAttackUnconsciousBonus   = MeleePowerAttackUnconsciousBonus;
     this.MeleePowerAttackNormal             = MeleePowerAttackNormal;
     this.MeleePowerAttackForward            = MeleePowerAttackForward;
     this.MeleePowerAttackBack  = MeleePowerAttackBack;
     this.MeleePowerAttackLeft  = MeleePowerAttackLeft;
     this.MeleePowerAttackRight = MeleePowerAttackRight;
     this.Unused4                             = Unused4;
     this.MeleeHoldTimerMin                   = MeleeHoldTimerMin;
     this.MeleeHoldTimerMax                   = MeleeHoldTimerMax;
     this.Flags                               = Flags;
     this.ManeuverAcrobaticDodgeChance        = ManeuverAcrobaticDodgeChance;
     this.MeleeRushingPowerAttackChance       = MeleeRushingPowerAttackChance;
     this.Unused5                             = Unused5;
     this.MeleeRushingPowerAttackDistanceMult = MeleeRushingPowerAttackDistanceMult;
 }