Human_Stablemaster() { notorietyOverride_ = 1; }
Human_Stablemaster::Human_Stablemaster( P_NPC npc ) : AbstractAI( npc ) { notorietyOverride_ = 1; m_actions.append( new Action_Wander( npc, this ) ); m_actions.append( new Action_FleeAttacker( npc, this ) ); }
	Human_Stablemaster()	{		notorietyOverride_ = 1;	}