: Schedule(n), state(approach), prev_schedule(prev_sched),
: Schedule(n), state(initial), prev_schedule(prev_sched),
	Combat_schedule(Actor *n, Schedule_types prev_sched) 		: Schedule(n), state(approach), prev_schedule(prev_sched),			opponent(0), weapon_shape(0),			max_reach(1), ammo_shape(0), yelled(0), failures(0)		{ set_weapon_info(); }