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#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.
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