text: #pragma once
  #include <AI/Perception/Perceptor.h>
  
  // Processes visual and tactile info and generates obstacles to avoid
  // Mb add danger level checking here, so we can create bigger obstacles for more dangerous objects.
  // Obstacles are respected only by steering, but may be they should also affect navmesh poly
  // traversal cost for the current actor.
  
  namespace AI
  {
  
  class CPerceptorObstacle: public CPerceptor
  {
  	FACTORY_CLASS_DECL;
  
  public:
  
  	virtual void ProcessStimulus(CActor* pActor, CStimulus* pStimulus, float Confidence = 1.f);
  };
  
  }
  