class CAI_ ScriptConditions : public CBaseEntity
{
uint8 pad_ 04A0[8];
public:
CEntityIOOutput m_ OnConditionsSatisfied;
CEntityIOOutput m_ OnConditionsTimeout;
CEntityIOOutput m_ NoValidActors;
bool m_ fDisabled;
bool m_ bLeaveAsleep;
CHandle<CBaseEntity> m_ hTarget;
float32 m_ flRequiredDuration;
NPC_ STATE m_ fMinState;
NPC_ STATE m_ fMaxState;
ThreeState_ t m_ fScriptStatus;
ThreeState_ t m_ fActorSeePlayer;
CUtlSymbolLarge m_ Actor;
float32 m_ flPlayerActorProximity;
CAI_ ProxTester m_ PlayerActorProxTester;
float32 m_ flPlayerActorFOV;
bool m_ bPlayerActorFOVTrueCone;
ThreeState_ t m_ fPlayerActorLOS;
ThreeState_ t m_ fActorSeeTarget;
float32 m_ flActorTargetProximity;
CAI_ ProxTester m_ ActorTargetProxTester;
float32 m_ flPlayerTargetProximity;
CAI_ ProxTester m_ PlayerTargetProxTester;
float32 m_ flPlayerTargetFOV;
bool m_ bPlayerTargetFOVTrueCone;
ThreeState_ t m_ fPlayerTargetLOS;
ThreeState_ t m_ fPlayerBlockingActor;
ThreeState_ t m_ fActorInPVS;
float32 m_ flMinTimeout;
float32 m_ flMaxTimeout;
ThreeState_ t m_ fActorInVehicle;
ThreeState_ t m_ fPlayerInVehicle;
CUtlVector<CAI_ ScriptConditionsElement> m_ ElementList;
};