public Golem_ChargeState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_ChargeState _stateData, Golem _enemy) : base(_entity, _stateMachine, _animBoolName, _stateData) { enemy = _enemy; }
public EViolentHusk_ChargeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_ChargeState stateData, Enermy_ViolentHusk enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public ChargeState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_ChargeState stateData) : base(etity, stateMachine, animBoolName) { this.stateData = stateData; }
public ChargeState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_ChargeState _stateData) : base(_entity, _stateMachine, _animBoolName) { stateData = _stateData; }
public Skeleton_ChargeState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_ChargeState stateData, EnemySkeleton enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public E1_ChargeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_ChargeState stateData, Enemy1 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public ChargeState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_ChargeState stateData) : base(finiteStateMachine, enemy, animationBoolName) { StateData = stateData; }
public EGreatHuskSentry_ChargeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_ChargeState stateData, Enermy_GreatHuskSentry enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public Pink_ChargeState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_ChargeState _stateData, Pink _pink) : base(_entity, _stateMachine, _animBoolName, _stateData) { pink = _pink; }
public Elf_ChargeState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_ChargeState _stateData, Elf _elf) : base(_entity, _stateMachine, _animBoolName, _stateData) { elf = _elf; }
public EHeavySentry_RangeAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_ChargeState stateData, Enermy_HeavySentry enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public Boar_ChargeState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_ChargeState stateData, Boar boar) : base(finiteStateMachine, entity, animationBoolName, stateData) { this.boar = boar; }
public ESoulWarrior_ChargeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_ChargeState stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }