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;
};