public MyMwcObjectBuilder_SmallShip(MyMwcObjectBuilder_SmallShip_TypesEnum shipType,
     MyMwcObjectBuilder_Inventory inventory,
     List<MyMwcObjectBuilder_SmallShip_Weapon> weapons,
     MyMwcObjectBuilder_SmallShip_Engine engine, 
     List<MyMwcObjectBuilder_AssignmentOfAmmo> assignmentOfAmmo,
     MyMwcObjectBuilder_SmallShip_Armor armor,
     MyMwcObjectBuilder_SmallShip_Radar radar,
     float? shipMaxHealth,
     float shipHealthRatio,
     float armorHealth,
     float oxygen,
     float fuel,
     bool reflectorLight,
     bool reflectorLongRange,
     float reflectorShadowDistance,
     int aiPriority)
         : base(inventory)
 {
     ShipType = shipType;
     Weapons = weapons;
     Engine = engine;                        
     AssignmentOfAmmo = assignmentOfAmmo;
     Armor = armor;
     Radar = radar;
     ShipMaxHealth = shipMaxHealth;
     ShipHealthRatio = shipHealthRatio;
     ArmorHealth = armorHealth;
     Oxygen = oxygen;
     Fuel = fuel;
     ReflectorLight = reflectorLight;
     ReflectorLongRange = reflectorLongRange;
     ReflectorShadowDistance = reflectorShadowDistance;
     AIPriority = aiPriority;
 }
 public MyMwcObjectBuilder_SmallShip_Player(MyMwcObjectBuilder_SmallShip_TypesEnum shipType,
     MyMwcObjectBuilder_Inventory inventory,
     List<MyMwcObjectBuilder_SmallShip_Weapon> weapons,
     MyMwcObjectBuilder_SmallShip_Engine engine,
     List<MyMwcObjectBuilder_AssignmentOfAmmo> assignmentOfAmmo,
     MyMwcObjectBuilder_SmallShip_Armor armor,
     MyMwcObjectBuilder_SmallShip_Radar radar,
     float? shipMaxHealth,
     float shipHealthRatio,
     float armorHealth,
     float electricity,
     float oxygen,
     float fuel,
     bool reflectorLight,
     bool reflectorLongRange,
     float reflectorShadowDistance,
     int aiPriority)
     : base(shipType, inventory, weapons, engine, assignmentOfAmmo, armor, radar, shipMaxHealth, shipHealthRatio, armorHealth, oxygen, fuel, reflectorLight, reflectorLongRange, reflectorShadowDistance, aiPriority)
 {
     DisplayName = "Player";
 }
 public MyMwcObjectBuilder_SmallShip_Bot(MyMwcObjectBuilder_SmallShip_TypesEnum shipType,
     MyMwcObjectBuilder_Inventory inventory,
     List<MyMwcObjectBuilder_SmallShip_Weapon> weapons,
     MyMwcObjectBuilder_SmallShip_Engine engine, 
     List<MyMwcObjectBuilder_AssignmentOfAmmo> assignmentOfAmmo,
     MyMwcObjectBuilder_SmallShip_Armor armor,
     MyMwcObjectBuilder_SmallShip_Radar radar,            
     float? shipMaxHealth,
     float shipHealthRatio,
     float armorHealth,
     float oxygen,
     float fuel,
     bool reflectorLight,
     bool reflectorLongRange,
     MyMwcObjectBuilder_FactionEnum shipFaction,
     MyAITemplateEnum aiTemplate,
     float aggressivity,
     float seeDistance,
     float sleepDistance,
     MyPatrolMode patrolMode,
     uint? leader,
     BotBehaviorType idleBehavior,
     float reflectorShadowDistance,
     int aiPriority,
     bool leaderLostEnabled,
     bool activeAI)
     : base(shipType, inventory, weapons, engine, assignmentOfAmmo, armor, radar, shipMaxHealth, shipHealthRatio, armorHealth, oxygen, fuel, reflectorLight, reflectorLongRange, reflectorShadowDistance, aiPriority)
 {
     Faction = shipFaction;
     AITemplate = aiTemplate;
     Aggressivity = aggressivity;
     SeeDistance = seeDistance;
     SleepDistance = sleepDistance;
     PatrolMode = patrolMode;
     Leader = leader;
     IdleBehavior = idleBehavior;
     LeaderLostEnabled = leaderLostEnabled;
     ActiveAI = activeAI;
     SlowDown = 1;
 }