#include "creature.hh" TCombat::TCombat(void){ this->Master = NULL; this->EarliestAttackTime = 0; this->EarliestDefendTime = 0; this->LastDefendTime = 0; this->LatestAttackTime = 0; this->AttackMode = 2; this->ChaseMode = 0; this->SecureMode = 1; this->AttackDest = 0; this->Following = false; this->Shield = NONE; this->Close = NONE; this->Missile = NONE; this->Throw = NONE; this->Wand = NONE; this->Ammo = NONE; this->Fist = false; this->CombatDamage = 0; this->ActCombatEntry = 0; for(int i = 0; i < NARRAY(this->CombatList); i += 1){ this->CombatList[i].ID = 0; this->CombatList[i].Damage = 0; this->CombatList[i].TimeStamp = 0; } this->LearningPoints = 0; } // TODO(fusion): Probably better to figure out how Object work.