class CAI_Navigator : public CAI_Component
{
    uint8 pad_0050[8];
public:
    float32 m_flGoalStoppingDistance;
    Navigation_t m_navType;
    bool m_bNavComplete;
private:
    uint8 pad_0068[32];
public:
    CAI_Path* m_pPath;
    CHandle<CBaseEntity> m_hLosTarget;
    VectorWS m_vThreatPos;
    CAI_WaypointList m_interruptPathWaypoints;
    GameTime_t m_flLastSuccessfulSimplifyTime;
    GameTime_t m_flTimeLastAvoidanceTriangulate;
    GameTime_t m_flStartWaitingForFacingTime;
    AI_NavGoal_t m_queuedGoal;
    AI_NavSetGoalFlags_t m_queuedGoalFlags;
    bool m_bQueuedGoalSuccess;
    CGlobalSymbol m_sQueuedGoalName;
    bool m_bPeerMoveWait;
    CHandle<CBaseEntity> m_hPeerWaitingOn;
    CSimTimer m_PeerWaitMoveTimer;
    CSimTimer m_PeerWaitClearTimer;
    CSimTimer m_NextSidestepTimer;
    CHandle<CBaseEntity> m_hBigStepGroundEnt;
    CHandle<CBaseEntity> m_hLastBlockingEnt;
    VectorWS m_vPosBeginFailedSteer;
    GameTime_t m_timeBeginFailedSteer;
    int32 m_nNavFailCounter;
    GameTime_t m_flLastNavFailTime;
    bool m_bShouldBruteForceFailedNav;
    bool m_bNavChangedAlongPath;
    int32 m_nPreviousCollisionGroup;
    GameTime_t m_flLastNpcOverlapTime;
    float32 m_flGoalBlockedTolerance;
    float32 m_flWaypointBlockedTolerance;
    Vector m_vGoalDirection;
    CHandle<CBaseEntity> m_hGoalDirectionTarget;
    float32 m_flGoalDirectionToleranceDot;
    float32 m_flGoalArrivalTolerance;
    StanceType_t m_eGoalStance;
    float32 m_flArrivalFlyingSpeedScale;
    float32 m_flPathEndGoalRange;
    float32 m_flPathEndGoalRange_Repathing;
    float32 m_flGoalMaxPathLength;
    float32 m_flGoalMaxTravelDist;
    CUtlString m_pathRestrictionTag;
private:
    uint8 pad_0218[24];
public:
    CNavSmartGoalHelper m_smartGoalHelper;
};