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;
};