Human_Guard_Called() : AbstractAI() { notorietyOverride_ = 1; }
Human_Guard_Called::Human_Guard_Called( P_NPC npc ) : AbstractAI( npc ) { notorietyOverride_ = 1; m_actions.append( new Human_Guard_Called_Fight( npc, this ) ); m_actions.append( new Human_Guard_Called_TeleToTarget( npc, this ) ); m_actions.append( new Human_Guard_Called_Disappear( npc, this ) ); }
	Human_Guard_Called() : AbstractAI()	{		notorietyOverride_ = 1;	}