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; }