class CPathAccompany : public CBaseEntity
{
public:
float32 m_flPathLength;
CUtlVector<PathAccompanyNode_t> m_vecNodes;
GameTime_t m_flLastPathRecalc;
CTransform m_xLastParentTransform;
PathAccompanyProperties_t m_properties;
CEntityIOOutput m_OnNpcStartedPath;
CEntityIOOutput m_OnNpcCompletedPath;
CEntityIOOutput m_OnNpcBreakFromPath;
};