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;
};