class CAI_Senses : public CAI_Component
{
public:
    float32 m_flLookDist;
    float32 m_flLookDistIdle;
    float32 m_flLastLookDist;
    GameTime_t m_TimeLastLook;
    CUtlVector<CHandle<CBaseEntity>> m_SeenHighPriority;
    CUtlVector<CHandle<CBaseEntity>> m_SeenNPCs;
    CUtlVector<CHandle<CBaseEntity>> m_SeenMisc;
    // MNotSaved = !!UNKNOWN!!
    CUtlVector<CHandle<CBaseEntity>> m_GatheredEntities;
    // MNotSaved = !!UNKNOWN!!
    CUtlVector<CHandle<CBaseEntity>> m_GatheredProxyEntities;
    // MNotSaved = !!UNKNOWN!!
    CUtlVector<CHandle<CBaseEntity>>* m_SeenArrays[3];
    GameTime_t m_TimeLastLookHighPriority;
    GameTime_t m_TimeLastLookNPCs;
    GameTime_t m_TimeLastLookMisc;
    AI_SensingFlags_t m_iSensingFlags;
    AI_VolumetricEventFlags_t m_nExclusionFlags;
    CAI_VolumetricEvent* m_pCachedTaskEvent;
    float32 m_flSensingSensitivity;
    AI_VolumetricEventTypeMask_t m_nSensingInterests;
    // MNotSaved = !!UNKNOWN!!
    CUtlVectorFixedGrowable<AI_VolumetricEventHandle_t, 16> m_vecAudibleEvents;
};