Human_Guard() : AbstractAI(), m_currentVictimSer( INVALID_SERIAL ) { notorietyOverride_ = 1; }
Human_Guard::Human_Guard( P_NPC npc ) : AbstractAI( npc ), m_currentVictim( NULL ) { notorietyOverride_ = 1; m_actions.append( new Human_Guard_Wander( npc, this ) ); m_actions.append( new Human_Guard_MoveToTarget( npc, this ) ); m_actions.append( new Human_Guard_Fight( npc, this ) ); }
	Human_Guard() : AbstractAI(), m_currentVictimSer( INVALID_SERIAL )	{		notorietyOverride_ = 1;	}