context: using System;
  using Server;
  using Server.Network;
  
  namespace Server.Mobiles
  {
  	[CorpseName( "a hare corpse" )]
  	public class EnragedRabbit : BaseEnraged
  	{
  		public EnragedRabbit( Mobile summoner ) : base( summoner )
  		{
  			Name = "a rabbit";
  			Body = 0xcd;
  		}
  
  		public override int GetAttackSound() 
  		{ 
  			return 0xC9; 
  		} 
  
  		public override int GetHurtSound() 
  		{ 
  			return 0xCA; 
  		} 
  
  		public override int GetDeathSound() 
  		{ 
  			return 0xCB; 
  		} 
  
  		public EnragedRabbit( Serial serial ) : base( serial )
  		{
  		}
  
  		public override void Serialize( GenericWriter writer )
  		{
  			base.Serialize( writer );
  			writer.Write( (int) 0 );
  		}
  
  		public override void Deserialize( GenericReader reader )
  		{
  			base.Deserialize( reader );
  			int version = reader.ReadInt();
  		}
  	}
  
  	[CorpseName( "a deer corpse" )]
  	public class EnragedHart : BaseEnraged
  	{
  		public EnragedHart( Mobile summoner ) : base( summoner )
  		{
  			Name = "a great hart";
  			Body = 0xea;
  		}
  
  		public override int GetAttackSound() 
  		{ 
  			return 0x82; 
  		} 
  
  		public override int GetHurtSound() 
  		{ 
  			return 0x83; 
  		} 
  
  		public override int GetDeathSound() 
  		{ 
  			return 0x84; 
  		} 
  
  		public EnragedHart( Serial serial ) : base( serial )
  		{
  		}
  
  		public override void Serialize( GenericWriter writer )
  		{
  			base.Serialize( writer );
  			writer.Write( (int) 0 );
  		}
  
  		public override void Deserialize( GenericReader reader )
  		{
  			base.Deserialize( reader );
  			int version = reader.ReadInt();
  		}
  	}
  
  	[CorpseName( "a deer corpse" )]
  	public class EnragedHind : BaseEnraged
  	{
  		public EnragedHind( Mobile summoner ) : base( summoner )
  		{
  			Name = "a hind";
  			Body = 0xed;
  		}
  		public override int GetAttackSound() 
  		{ 
  			return 0x82; 
  		} 
  
  		public override int GetHurtSound() 
  		{ 
  			return 0x83; 
  		} 
  
  		public override int GetDeathSound() 
  		{ 
  			return 0x84; 
  		} 
  
  		public EnragedHind( Serial serial ) : base( serial )
  		{
  		}
  
  		public override void Serialize( GenericWriter writer )
  		{
  			base.Serialize( writer );
  			writer.Write( (int) 0 );
  		}
  
  		public override void Deserialize( GenericReader reader )
  		{
  			base.Deserialize( reader );
  			int version = reader.ReadInt();
  		}
  	}
  
  	[CorpseName( "a bear corpse" )]
  	public class EnragedBlackBear : BaseEnraged
  	{
  		public EnragedBlackBear( Mobile summoner ) : base( summoner )
  		{
  			Name = "a black bear";
  			Body = 0xd3;
  			BaseSoundID = 0xa3;
  		}
  		public EnragedBlackBear( Serial serial ) : base( serial )
  		{
  		}
  
  		public override void Serialize( GenericWriter writer )
  		{
  			base.Serialize( writer );
  			writer.Write( (int) 0 );
  		}
  
  		public override void Deserialize( GenericReader reader )
  		{
  			base.Deserialize( reader );
  			int version = reader.ReadInt();
  		}
  	}
  
  	[CorpseName( "an eagle corpse" )]
  	public class EnragedEagle : BaseEnraged
  	{
  		public EnragedEagle( Mobile summoner ) : base( summoner )
  		{
  			Name = "an eagle";
  			Body = 0x5;
  			BaseSoundID = 0x2ee;
  		}
  		public EnragedEagle( Serial serial ) : base( serial )
  		{
  		}
  		public override void Serialize( GenericWriter writer )
  		{
  			base.Serialize( writer );
  			writer.Write( (int) 0 );
  		}
  		public override void Deserialize( GenericReader reader )
  		{
  			base.Deserialize( reader );
  			int version = reader.ReadInt();
  		}
  	}
  
  	public class BaseEnraged : BaseCreature
  	{
  		public BaseEnraged( Mobile summoner ) 
  			: base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
  		{
  			SetStr( 50, 200 );
  			SetDex( 50, 200 );
  			SetHits( 50, 200 );
  			SetStam( 50, 200 );
  
  			/* 
  				On OSI, all stats are random 50-200, but
  				str is never less than hits, and dex is never
  				less than stam.
  			*/
  
  			if( Str < Hits )
  				Str = Hits;
  			if( Dex < Stam )
  				Dex = Stam;
  
  			Karma = -1000;
  			Tamable = false;
  
  			SummonMaster = summoner;
  		}
  
  		public override void OnThink()
  		{
  
  			if( SummonMaster == null || SummonMaster.Deleted )
  			{
  				Delete();
  			}
  
  			/*
  				On OSI, without combatant, they behave as if they have been
  				given "come" command, ie they wander towards their summoner,
  				but never actually "follow".
  			*/
  
  			else if( !Combat( this ))
  			{
  				if( AIObject != null )
  				{
  					AIObject.MoveTo( SummonMaster, false , 5 );
  				}
  			}
  
  			/*
  				On OSI, if the summon attacks a mobile, the summoner meer also
  				attacks them, regardless of karma, etc. as long as the combatant
  				is a player or controlled/summoned, and the summoner is not already
  				engaged in combat.
  			*/
  
  
gt: 			else if( !Combat( SummonMaster ))