text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose:		Base NPC character with AI
  //
  //=============================================================================//
  
  #ifndef AI_BASENPC_H
  #define AI_BASENPC_H
  
  #ifdef _WIN32
  #pragma once
  #endif
  
  #include "simtimer.h" 	 	   
  #include "basecombatcharacter.h"
  #include "ai_debug.h"
  #include "ai_default.h"
  #include "ai_schedule.h"
  #include "ai_condition.h"
  #include "ai_component.h"
  #include "ai_task.h"
  #include "ai_movetypes.h"
  #include "ai_navtype.h"
  #include "ai_namespaces.h"
  #include "ai_npcstate.h"
  #include "ai_hull.h"
  #include "ai_utils.h"
  #include "ai_moveshoot.h"
  #include "entityoutput.h"
  #include "utlvector.h"
  #include "activitylist.h"
  #include "bitstring.h"
  #include "ai_basenpc.h"
  #include "ai_navgoaltype.h" //GoalType_t enum
  #include "eventlist.h"
  #include "soundent.h"
  #include "ai_navigator.h"
  #include "tier1/functors.h"
  
  
  #define PLAYER_SQUADNAME "player_squad"
  
  class CAI_Schedule;
  class CAI_Network;
  class CAI_Route;
  class CAI_Hint;
  class CAI_Node;
  class CAI_Navigator;
  class CAI_Pathfinder;
  class CAI_Senses;
  class CAI_Enemies;
  class CAI_Squad;
  class CAI_Expresser;
  class CAI_BehaviorBase;
  class CAI_GoalEntity;
  class CAI_Motor;
  class CAI_MoveProbe;
  class CAI_LocalNavigator;
  class CAI_TacticalServices;
  class CVarBitVec;
  class CAI_ScriptedSequence;
  class CSceneEntity;
  class CBaseGrenade;
  class CBaseDoor;
  class CBasePropDoor;
  struct AI_Waypoint_t;
  class AI_Response;
  class CBaseFilter;
  
  typedef CBitVec<MAX_CONDITIONS> CAI_ScheduleBits;
  
  // Used to control optimizations mostly dealing with pathfinding for NPCs
  extern ConVar ai_strong_optimizations;
  
  extern bool AIStrongOpt( void );
  
  // AI_MONITOR_FOR_OSCILLATION defaults to OFF. If you build with this ON, you can flag
  // NPC's and monitor them to detect oscillations in their schedule (circular logic and conditions bugs)
  // DO NOT SHIP WITH THIS ON!
  #undef AI_MONITOR_FOR_OSCILLATION
  
  //=============================================================================
  //
  // Constants & enumerations
  //
  //=============================================================================
  #define TURRET_CLOSE_RANGE	200
  #define TURRET_MEDIUM_RANGE 500
  
  #define COMMAND_GOAL_TOLERANCE	48	// 48 inches.
  #define TIME_CARE_ABOUT_DAMAGE	3.0
  
  #define ITEM_PICKUP_TOLERANCE	48.0f
  
  // Max's of the box used to search for a weapon to pick up. 45x45x~8 ft.
  #define WEAPON_SEARCH_DELTA	Vector( 540, 540, 100 )
  
  enum Interruptability_t
  {
  	GENERAL_INTERRUPTABILITY,
  	DAMAGEORDEATH_INTERRUPTABILITY,
  	DEATH_INTERRUPTABILITY
  };
  
  //-------------------------------------
  // Memory
  //-------------------------------------
  
  #define MEMORY_CLEAR					0
  #define bits_MEMORY_PROVOKED			( 1 << 0 )// right now only used for houndeyes.
  #define bits_MEMORY_INCOVER				( 1 << 1 )// npc knows it is in a covered position.
  #define bits_MEMORY_SUSPICIOUS			( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
  #define	bits_MEMORY_TASK_EXPENSIVE		( 1 << 3 )// NPC has completed a task which is considered costly, so don't do another task this frame
  //#define	bits_MEMORY_				( 1 << 4 )
  #define bits_MEMORY_PATH_FAILED			( 1 << 5 )// Failed to find a path
  #define bits_MEMORY_FLINCHED			( 1 << 6 )// Has already flinched
  //#define bits_MEMORY_ 					( 1 << 7 )
  #define bits_MEMORY_TOURGUIDE			( 1 << 8 )// I have been acting as a tourguide.
  //#define bits_MEMORY_					( 1 << 9 )// 
  #define bits_MEMORY_LOCKED_HINT			( 1 << 10 )// 
  //#define bits_MEMORY_					( 1 << 12 )
  
  #define bits_MEMORY_TURNING				( 1 << 13 )// Turning, don't interrupt me.
  #define bits_MEMORY_TURNHACK			( 1 << 14 )
  
  #define bits_MEMORY_HAD_ENEMY			( 1 << 15 )// Had an enemy
  #define bits_MEMORY_HAD_PLAYER			( 1 << 16 )// Had player
  #define bits_MEMORY_HAD_LOS				( 1 << 17 )// Had LOS to enemy
  
  #define bits_MEMORY_MOVED_FROM_SPAWN	( 1 << 18 )// Has moved since spawning.
  
  #define bits_MEMORY_CUSTOM4				( 1 << 28 )	// NPC-specific memory
  #define bits_MEMORY_CUSTOM3				( 1 << 29 )	// NPC-specific memory
  #define bits_MEMORY_CUSTOM2				( 1 << 30 )	// NPC-specific memory
  #define bits_MEMORY_CUSTOM1				( 1 << 31 )	// NPC-specific memory
  
  //-------------------------------------
  // Spawn flags
  //-------------------------------------
  #define SF_NPC_WAIT_TILL_SEEN			( 1 << 0  )	// spawnflag that makes npcs wait until player can see them before attacking.
  #define SF_NPC_GAG						( 1 << 1  )	// no idle noises from this npc
  #define SF_NPC_FALL_TO_GROUND			( 1 << 2  )	// used my NPC_Maker
  #define SF_NPC_DROP_HEALTHKIT			( 1 << 3  )	// Drop a healthkit upon death
  #define SF_NPC_START_EFFICIENT			( 1 << 4  ) // Set into efficiency mode from spawn
  //										( 1 << 5  )
  //										( 1 << 6  )
  #define SF_NPC_WAIT_FOR_SCRIPT			( 1 << 7  )	// spawnflag that makes npcs wait to check for attacking until the script is done or they've been attacked
  #define SF_NPC_LONG_RANGE				( 1 << 8  )	// makes npcs look far and relaxes weapon range limit 
  #define SF_NPC_FADE_CORPSE				( 1 << 9  )	// Fade out corpse after death
  #define SF_NPC_ALWAYSTHINK				( 1 << 10 )	// Simulate even when player isn't in PVS.
  #define SF_NPC_TEMPLATE					( 1 << 11 )	// This NPC will be used as a template by an npc_maker -- do not spawn.
  #define SF_NPC_ALTCOLLISION				( 1 << 12 )
  #define SF_NPC_NO_WEAPON_DROP			( 1 << 13 )	// This NPC will not actually drop a weapon that can be picked up
  #define SF_NPC_NO_PLAYER_PUSHAWAY		( 1 << 14 )	
  //										( 1 << 15 )	
  // !! Flags above ( 1 << 15 )	 are reserved for NPC sub-classes
  
  //-------------------------------------
  //
  // Return codes from CanPlaySequence.
  //
  //-------------------------------------
  
  enum CanPlaySequence_t
  {
  	CANNOT_PLAY = 0,		// Can't play for any number of reasons.
  	CAN_PLAY_NOW,			// Can play the script immediately.
  	CAN_PLAY_ENQUEUED,		// Can play the script after I finish playing my current script.
  };
  
  //-------------------------------------
  // Weapon holstering
  //-------------------------------------
  enum DesiredWeaponState_t
  {
  	DESIREDWEAPONSTATE_IGNORE = 0,
  	DESIREDWEAPONSTATE_HOLSTERED,
  	DESIREDWEAPONSTATE_HOLSTERED_DESTROYED, // Put the weapon away, then destroy it.
  	DESIREDWEAPONSTATE_UNHOLSTERED,
  	DESIREDWEAPONSTATE_CHANGING,
  	DESIREDWEAPONSTATE_CHANGING_DESTROY,	// Destroy the weapon when this change is complete.
  };
  
  //-------------------------------------
  //
  // Efficiency modes
  //
  //-------------------------------------
  
  enum AI_Efficiency_t
  {
  	// Run at full tilt
  	AIE_NORMAL,
  
  	// Run decision process less often
  	AIE_EFFICIENT,
  
  	// Run decision process even less often, ignore other NPCs
  	AIE_VERY_EFFICIENT,
  
  	// Run decision process even less often, ignore other NPCs
  	AIE_SUPER_EFFICIENT,
  
  	// Don't run at all
  	AIE_DORMANT,
  };
  
  enum AI_MoveEfficiency_t
  {
  	AIME_NORMAL,
  	AIME_EFFICIENT,
  };
  
  //-------------------------------------
  //
  // Sleep state
  //
  //-------------------------------------
  
  enum AI_SleepState_t
  {
  	AISS_AWAKE,
  	AISS_WAITING_FOR_THREAT,
  	AISS_WAITING_FOR_PVS,
  	AISS_WAITING_FOR_INPUT,
  	AISS_AUTO_PVS,
  	AISS_AUTO_PVS_AFTER_PVS, // Same as AUTO_PVS, except doesn't activate until/unless the NPC is IN the player's PVS. 
  };
  
  #define AI_SLEEP_FLAGS_NONE					0x00000000
  #define AI_SLEEP_FLAG_AUTO_PVS				0x00000001
  #define AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS	0x00000002
  
  
  //-------------------------------------
  //
  // Debug bits
  //
  //-------------------------------------
  
  enum DebugBaseNPCBits_e
  {
  	bits_debugDisableAI = 0x00000001,		// disable AI
  	bits_debugStepAI	= 0x00000002,		// step AI
  
  };
  
  //-------------------------------------
  //
  // Base Sentence index for behaviors
  //
  //-------------------------------------
  enum SentenceIndex_t
  {
  	SENTENCE_BASE_BEHAVIOR_INDEX = 1000,
  };
  
  #ifdef AI_MONITOR_FOR_OSCILLATION
  struct AIScheduleChoice_t 
  {
  	float			m_flTimeSelected;
  	CAI_Schedule	*m_pScheduleSelected;
  };
  #endif//AI_MONITOR_FOR_OSCILLATION
  
  #define MARK_TASK_EXPENSIVE()	\
  	if ( GetOuter() ) \
  	{ \
  		GetOuter()->Remember( bits_MEMORY_TASK_EXPENSIVE ); \
  	}
  
  //=============================================================================
  //
  // Types used by CAI_BaseNPC
  //
  //=============================================================================
  
  struct AIScheduleState_t
  {
  	int					 iCurTask;
  	TaskStatus_e		 fTaskStatus;
  	float				 timeStarted;
  	float				 timeCurTaskStarted;
  	AI_TaskFailureCode_t taskFailureCode;
  	int					 iTaskInterrupt;
  	bool 				 bTaskRanAutomovement;
  	bool 				 bTaskUpdatedYaw;
  	bool				 bScheduleWasInterrupted;
  
  	DECLARE_SIMPLE_DATADESC();
  };
  
  // -----------------------------------------
  //	An entity that this NPC can't reach
  // -----------------------------------------
  
  struct UnreachableEnt_t
  {
  	EHANDLE	hUnreachableEnt;	// Entity that's unreachable
  	float	fExpireTime;		// Time to forget this information
  	Vector	vLocationWhenUnreachable;
  	
  	DECLARE_SIMPLE_DATADESC();
  };
  
  //=============================================================================
  // SCRIPTED NPC INTERACTIONS
  //=============================================================================
  // -----------------------------------------
  //	Scripted NPC interaction flags
  // -----------------------------------------
  #define SCNPC_FLAG_TEST_OTHER_ANGLES			( 1 << 1 )
  #define SCNPC_FLAG_TEST_OTHER_VELOCITY			( 1 << 2 )
  #define SCNPC_FLAG_LOOP_IN_ACTION				( 1 << 3 )
  #define SCNPC_FLAG_NEEDS_WEAPON_ME				( 1 << 4 )
  #define SCNPC_FLAG_NEEDS_WEAPON_THEM			( 1 << 5 )
  #define SCNPC_FLAG_DONT_TELEPORT_AT_END_ME		( 1 << 6 )
  #define SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM	( 1 << 7 )
  
  // -----------------------------------------
  //	Scripted NPC interaction trigger methods
  // -----------------------------------------
  enum
  {
  	SNPCINT_CODE = 0,
  	SNPCINT_AUTOMATIC_IN_COMBAT = 1,
  };
  
  // -----------------------------------------
  //	Scripted NPC interaction loop breaking trigger methods
  // -----------------------------------------
  #define SNPCINT_LOOPBREAK_ON_DAMAGE				( 1 << 1 )
  #define SNPCINT_LOOPBREAK_ON_FLASHLIGHT_ILLUM	( 1 << 2 )
  
  // -----------------------------------------
  //	Scripted NPC interaction anim phases
  // -----------------------------------------
  enum
  {
  	SNPCINT_ENTRY = 0,
  	SNPCINT_SEQUENCE,
  	SNPCINT_EXIT,
  
  	SNPCINT_NUM_PHASES
  };
  
  struct ScriptedNPCInteraction_Phases_t
  {
  	string_t	iszSequence;
  	int			iActivity;
  
  	DECLARE_SIMPLE_DATADESC();
  };
  
  // Allowable delta from the desired dynamic scripted sequence point
  #define DSS_MAX_DIST			6
  #define DSS_MAX_ANGLE_DIFF		4
  
  // Interaction Logic States
  enum
  {
  	NPCINT_NOT_RUNNING = 0,
  	NPCINT_RUNNING_ACTIVE,		// I'm in an interaction that I initiated
  	NPCINT_RUNNING_PARTNER,		// I'm in an interaction that was initiated by the other NPC
  	NPCINT_MOVING_TO_MARK,		// I'm moving to a position to do an interaction
  };
  
  #define NPCINT_NONE				-1
  
  #define MAXTACLAT_IGNORE		-1
  
  // -----------------------------------------
  //	A scripted interaction between NPCs
  // -----------------------------------------
  struct ScriptedNPCInteraction_t
  {
  	ScriptedNPCInteraction_t()
  	{
  		iszInteractionName = NULL_STRING;
  		iFlags = 0;
  		iTriggerMethod = SNPCINT_CODE;
  		iLoopBreakTriggerMethod = 0;
  		vecRelativeOrigin = vec3_origin;
  		bValidOnCurrentEnemy = false;
  		flDelay = 5.0;
  		flDistSqr = (DSS_MAX_DIST * DSS_MAX_DIST);
  		flNextAttemptTime = 0;
  		iszMyWeapon = NULL_STRING;
  		iszTheirWeapon = NULL_STRING;
  
  		for ( int i = 0; i < SNPCINT_NUM_PHASES; i++)
  		{
  			sPhases[i].iszSequence = NULL_STRING;
  			sPhases[i].iActivity = ACT_INVALID;
  		}
  	}
  
  	// Fill out these when passing to AddScriptedNPCInteraction
  	string_t	iszInteractionName;
  	int			iFlags;
  	int			iTriggerMethod;
  	int			iLoopBreakTriggerMethod;
  	Vector		vecRelativeOrigin;			// (forward, right, up)
  	QAngle		angRelativeAngles;				
  	Vector		vecRelativeVelocity;		// Desired relative velocity of the other NPC
  	float		flDelay;					// Delay before interaction can be used again
  	float		flDistSqr;					// Max distance sqr from the relative origin the NPC is allowed to be to trigger
  	string_t	iszMyWeapon;				// Classname of the weapon I'm holding, if any
  	string_t	iszTheirWeapon;				// Classname of the weapon my interaction partner is holding, if any
  	ScriptedNPCInteraction_Phases_t sPhases[SNPCINT_NUM_PHASES];
  
  	// These will be filled out for you in AddScriptedNPCInteraction
  	VMatrix		matDesiredLocalToWorld;		// Desired relative position / angles of the other NPC
  	bool		bValidOnCurrentEnemy;
  
  	float		flNextAttemptTime;
  
  	DECLARE_SIMPLE_DATADESC();
  };
  
  //=============================================================================
  //
  // Utility functions
  //
  //=============================================================================
  
  Vector VecCheckToss ( CBaseEntity *pEdict, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
  Vector VecCheckToss ( CBaseEntity *pEntity, ITraceFilter *pFilter, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
  Vector VecCheckThrow( CBaseEntity *pEdict, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0f, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
  
  extern Vector g_vecAttackDir;
  
  bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget );
  bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
  
  // FIXME: move to utils?
  float DeltaV( float v0, float v1, float d );
  float ChangeDistance( float flInterval, float flGoalDistance, float flGoalVelocity, float flCurVelocity, float flIdealVelocity, float flAccelRate, float &flNewDistance, float &flNewVelocity );
  
  //=============================================================================
  //
  // class CAI_Manager
  //
  // Central location for components of the AI to operate across all AIs without
  // iterating over the global list of entities.
  //
  //=============================================================================
  
  class CAI_Manager
  {
  public:
  	CAI_Manager();
  	
  	CAI_BaseNPC **	AccessAIs();
  	int				NumAIs();
  	
  	void AddAI( CAI_BaseNPC *pAI );
  	void RemoveAI( CAI_BaseNPC *pAI );
  
  	bool FindAI( CAI_BaseNPC *pAI )	{ return ( m_AIs.Find( pAI ) != m_AIs.InvalidIndex() ); }
  	
  private:
  	enum
  	{
  		MAX_AIS = 256
  	};
  	
  	typedef CUtlVector<CAI_BaseNPC *> CAIArray;
  	
  	CAIArray m_AIs;
  
  };
  
  //-------------------------------------
  
  extern CAI_Manager g_AI_Manager;
  
  //=============================================================================
  //
  //	class CAI_BaseNPC
  //
  //=============================================================================
  
  class CAI_BaseNPC : public CBaseCombatCharacter, 
  					public CAI_DefMovementSink
  {
  	DECLARE_CLASS( CAI_BaseNPC, CBaseCombatCharacter );
  
  public:
  	//-----------------------------------------------------
  	//
  	// Initialization, cleanup, serialization, identity
  	//
  	
  	CAI_BaseNPC();
  	~CAI_BaseNPC();
  
  	//---------------------------------
  	
  	DECLARE_DATADESC();
  	DECLARE_SERVERCLASS();
  
  	virtual int			Save( ISave &save ); 
  	virtual int			Restore( IRestore &restore );
  	virtual void		OnRestore();
  	void				SaveConditions( ISave &save, const CAI_ScheduleBits &conditions );
  	void				RestoreConditions( IRestore &restore, CAI_ScheduleBits *pConditions );
  
  	bool				ShouldSavePhysics()	{ return false; }
  	virtual unsigned int	PhysicsSolidMaskForEntity( void ) const;
  
  	virtual bool KeyValue( const char *szKeyName, const char *szValue );
  
  	//---------------------------------
  	
  	virtual void		PostConstructor( const char *szClassname );
  	virtual void		Activate( void );
  	virtual void		Precache( void ); // derived calls at start of Spawn()
  	virtual bool 		CreateVPhysics();
  	virtual void		NPCInit( void ); // derived calls after Spawn()
  	void				NPCInitThink( void );
  	virtual void		PostNPCInit() {};// called after NPC_InitThink
  	virtual void		StartNPC( void );
  	virtual bool		IsTemplate( void );
  
  	virtual void		CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
  	virtual void		UpdateOnRemove( void );
  
  	virtual int			UpdateTransmitState();
  
  	//---------------------------------
  	// Component creation factories
  	// 
  	
  	// The master call, override if you introduce new component types. Call base first
  	virtual bool 			CreateComponents();
  	
  	// Components defined by the base AI class
  	virtual CAI_Senses *	CreateSenses();
  	virtual CAI_MoveProbe *	CreateMoveProbe();
  	virtual CAI_Motor *		CreateMotor();
  	virtual CAI_LocalNavigator *CreateLocalNavigator();
  	virtual CAI_Navigator *	CreateNavigator();
  	virtual CAI_Pathfinder *CreatePathfinder();
  	virtual CAI_TacticalServices *CreateTacticalServices();
  
  	//---------------------------------
  
  	virtual bool			IsNPC( void ) const { return true; }
  
  	//---------------------------------
  
  	void TestPlayerPushing( CBaseEntity *pPlayer );
  	void CascadePlayerPush( const Vector &push, const Vector &pushOrigin );
  	void NotifyPushMove();
  
  public:
  	//-----------------------------------------------------
  	//
  	// AI processing - thinking, schedule selection and task running
  	//
  	//-----------------------------------------------------
  	void				CallNPCThink( void );
  	
  	// Thinking, including core thinking, movement, animation
  	virtual void		NPCThink( void );
  
  	// Core thinking (schedules & tasks)
  	virtual void		RunAI( void );// core ai function!	
  
  	// Called to gather up all relevant conditons
  	virtual void		GatherConditions( void );
  
  	// Called immediately prior to schedule processing
  	virtual void		PrescheduleThink( void );
  
  	// Called immediately after schedule processing
  	virtual void		PostscheduleThink( void ) { return; };
  
  	// Notification that the current schedule, if any, is ending and a new one is being selected
  	virtual void		OnScheduleChange( void );
  
  	// Notification that a new schedule is about to run its first task
  	virtual void		OnStartSchedule( int scheduleType ) {};
  
  	// This function implements a decision tree for the NPC.  It is responsible for choosing the next behavior (schedule)
  	// based on the current conditions and state.
  	virtual int			SelectSchedule( void );
  	virtual int			SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
  
  	// After the schedule has been selected, it will be processed by this function so child NPC classes can 
  	// remap base schedules into child-specific behaviors
  	virtual int			TranslateSchedule( int scheduleType );
  
  	virtual void		StartTask( const Task_t *pTask );
  	virtual void		RunTask( const Task_t *pTask );
  
  	void				ClearTransientConditions();
  
  	virtual void		HandleAnimEvent( animevent_t *pEvent );
  
  	virtual bool		IsInterruptable();
  	virtual void		OnStartScene( void ) {}	// Called when an NPC begins a cine scene (useful for clean-up)
  	virtual bool		ShouldPlayerAvoid( void );
  	virtual void		SetPlayerAvoidState( void );
  	virtual void		PlayerPenetratingVPhysics( void );
  
  	virtual bool		ShouldAlwaysThink();
  	void				ForceGatherConditions()	{ m_bForceConditionsGather = true; SetEfficiency( AIE_NORMAL ); }	// Force an NPC out of PVS to call GatherConditions on next think
  
  	virtual float		LineOfSightDist( const Vector &vecDir = vec3_invalid, float zEye = FLT_MAX );
  
  	virtual void		MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
  	virtual const char	*GetTracerType( void );
  	virtual void		DoImpactEffect( trace_t &tr, int nDamageType );
  		
  	enum
  	{
  		NEXT_SCHEDULE 	= LAST_SHARED_SCHEDULE,
  		NEXT_TASK		= LAST_SHARED_TASK,
  		NEXT_CONDITION 	= LAST_SHARED_CONDITION,
  	};
  
  protected:
  	// Used by derived classes to chain a task to a task that might not be the 
  	// one they are currently handling:
  	void				ChainStartTask( int task, float taskData = 0 )	{ Task_t tempTask = { task, taskData }; StartTask( (const Task_t *)&tempTask ); }
  	void				ChainRunTask( int task, float taskData = 0 )	{ Task_t tempTask = { task, taskData }; RunTask( (const Task_t *)	&tempTask );	}
  
  	void				StartTaskOverlay();
  	void				RunTaskOverlay();
  	void				EndTaskOverlay();
  
  	virtual void		PostRunStopMoving();
  
  	bool				CheckPVSCondition();
  
  private:
  	bool				CanThinkRebalance();
  	void				RebalanceThinks();
  
  	bool				PreNPCThink();
  	void				PostNPCThink();
  
  	bool				PreThink( void );
  	void				PerformSensing();
  	void				CheckOnGround( void );
  	void				MaintainSchedule( void );
  	void				RunAnimation( void );
  	void				PostRun( void );
  	void				PerformMovement();
  	void				PostMovement();
  	
  	virtual int			StartTask ( Task_t *pTask ) { DevMsg( "Called wrong StartTask()\n" ); StartTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
  	virtual int			RunTask ( Task_t *pTask )	{ DevMsg( "Called wrong RunTask()\n" ); RunTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
  
  public:
  	//-----------------------------------------------------
  	//
  	// Schedules & tasks
  	//
  	//-----------------------------------------------------
  	
  	void				SetSchedule( CAI_Schedule *pNewSchedule );
  	bool				SetSchedule( int localScheduleID );
  	
  	void				SetDefaultFailSchedule( int failSchedule )	{ m_failSchedule = failSchedule; }
  	
  	void				ClearSchedule( const char *szReason );
  	
  	CAI_Schedule *		GetCurSchedule()							{ return m_pSchedule; }
  	bool				IsCurSchedule( int schedId, bool fIdeal = true );
  	virtual CAI_Schedule *GetSchedule(int localScheduleID);
  	virtual int			GetLocalScheduleId( int globalScheduleID )	{ return AI_IdIsLocal( globalScheduleID ) ? globalScheduleID : GetClassScheduleIdSpace()->ScheduleGlobalToLocal( globalScheduleID ); }
  	virtual int			GetGlobalScheduleId( int localScheduleID )	{ return AI_IdIsGlobal( localScheduleID ) ? localScheduleID : GetClassScheduleIdSpace()->ScheduleLocalToGlobal( localScheduleID ); }
  
  	float				GetTimeScheduleStarted() const				{ return m_ScheduleState.timeStarted; }
  	
  	//---------------------------------
  	
  	const Task_t*		GetTask( void );
  	int					TaskIsRunning( void );
  	
  	virtual void		TaskFail( AI_TaskFailureCode_t );
  	void				TaskFail( const char *pszGeneralFailText )	{ TaskFail( MakeFailCode( pszGeneralFailText ) ); }
  	void				TaskComplete( bool fIgnoreSetFailedCondition = false );
  
  	void				TaskInterrupt()								{ m_ScheduleState.iTaskInterrupt++; }
  	void				ClearTaskInterrupt()						{ m_ScheduleState.iTaskInterrupt = 0; }
  	int					GetTaskInterrupt() const					{ return m_ScheduleState.iTaskInterrupt; }
  	
  	void				TaskMovementComplete( void );
  	inline int			TaskIsComplete( void ) 						{ return (GetTaskStatus() == TASKSTATUS_COMPLETE); }
  
  	virtual const char *TaskName(int taskID);
  
  	float				GetTimeTaskStarted() const					{ return m_ScheduleState.timeCurTaskStarted; }
  	virtual int			GetLocalTaskId( int globalTaskId)			{ return GetClassScheduleIdSpace()->TaskGlobalToLocal( globalTaskId ); }
  
  	virtual const char *GetSchedulingErrorName()					{ return "CAI_BaseNPC"; }
  
  protected:
  	static bool			LoadSchedules(void);
  	virtual bool		LoadedSchedules(void);
  	virtual void		BuildScheduleTestBits( void );
  
  	//---------------------------------
  
  	// This is the main call to select/translate a schedule
  	virtual CAI_Schedule *GetNewSchedule( void );
  	virtual CAI_Schedule *GetFailSchedule( void );
  
  	//---------------------------------
  
  	virtual bool		CanFlinch( void );
  	virtual void		CheckFlinches( void );
  	virtual void		PlayFlinchGesture( void );
  	int					SelectFlinchSchedule( void );
  
  	virtual	bool		IsAllowedToDodge( void );
  
  	bool				IsInChoreo() const;
  
  private:
  	// This function maps the type through TranslateSchedule() and then retrieves the pointer
  	// to the actual CAI_Schedule from the database of schedules available to this class.
  	CAI_Schedule *		GetScheduleOfType( int scheduleType );
  	
  	bool				FHaveSchedule( void );
  	bool				FScheduleDone ( void );
  	CAI_Schedule *		ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount );
  
  	int 				GetScheduleCurTaskIndex() const			{ return m_ScheduleState.iCurTask;		}
  	inline int			IncScheduleCurTaskIndex();
  	inline void			ResetScheduleCurTaskIndex();
  	void				NextScheduledTask ( void );
  	bool				IsScheduleValid ( void );
  	bool				ShouldSelectIdealState( void );
  	
  	// Selecting the ideal state
  	NPC_STATE			SelectIdleIdealState();
  	NPC_STATE			SelectAlertIdealState();
  	NPC_STATE			SelectScriptIdealState();
  
  	// Various schedule selections based on NPC_STATE
  	int					SelectIdleSchedule();
  	int					SelectAlertSchedule();
  	int					SelectCombatSchedule();
  	virtual int			SelectDeadSchedule();
  	int					SelectScriptSchedule();
  	int					SelectInteractionSchedule();
  
  	void				OnStartTask( void ) 					{ SetTaskStatus( TASKSTATUS_RUN_MOVE_AND_TASK ); }
  	void 				SetTaskStatus( TaskStatus_e status )	{ m_ScheduleState.fTaskStatus = status; 	}
  	TaskStatus_e 		GetTaskStatus() const					{ return m_ScheduleState.fTaskStatus; 	}
  
  	void				DiscardScheduleState();
  
  	//---------------------------------
  
  	CAI_Schedule *		m_pSchedule;
  	int					m_IdealSchedule;
  	AIScheduleState_t	m_ScheduleState;
  	int					m_failSchedule;				// Schedule type to choose if current schedule fails
  	bool				m_bDoPostRestoreRefindPath;
  
  	bool				m_bUsingStandardThinkTime;
  	float				m_flLastRealThinkTime;
  	int					m_iFrameBlocked;
  	bool				m_bInChoreo;
  
  	static int			gm_iNextThinkRebalanceTick;
  	static float		gm_flTimeLastSpawn;
  	static int			gm_nSpawnedThisFrame;
  
  protected: // pose parameters
  	int					m_poseAim_Pitch;
  	int					m_poseAim_Yaw;
  	int					m_poseMove_Yaw;
  	virtual void		PopulatePoseParameters( void );
  
  public:
  	inline bool			HasPoseMoveYaw()		{ return ( m_poseMove_Yaw >= 0 );  }
  
  	// Return the stored pose parameter for "move_yaw"
  	inline int			LookupPoseMoveYaw()		{ return m_poseMove_Yaw; }
   
  
  	//-----------------------------------------------------
  	//
  	// Hooks for CAI_Behaviors, *if* derived class supports them
  	//
  	//-----------------------------------------------------
  	template <class BEHAVIOR_TYPE>
  	bool GetBehavior( BEHAVIOR_TYPE **ppBehavior )
  	{
  		CAI_BehaviorBase **ppBehaviors = AccessBehaviors();
  		
  		*ppBehavior = NULL;
  		for ( int i = 0; i < NumBehaviors(); i++ )
  		{
  			*ppBehavior = dynamic_cast<BEHAVIOR_TYPE *>(ppBehaviors[i]);
  			if ( *ppBehavior )
  				return true;
  		}
  		return false;
  	}
  
  	virtual CAI_BehaviorBase *GetRunningBehavior() { return NULL; }
  
  	virtual bool ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal )	{ return true; }
  	virtual void OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal )		{}
  
  	// Notification that the status behavior ability to select schedules has changed.
  	// Return "true" to signal a schedule interrupt is desired
  	virtual bool OnBehaviorChangeStatus(  CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule ) { return false; }
  
  private:
  	virtual CAI_BehaviorBase **	AccessBehaviors() 	{ return NULL; }
  	virtual int					NumBehaviors()		{ return 0; }
  
  public:
  	//-----------------------------------------------------
  	//
  	// Conditions
  	//
  	//-----------------------------------------------------
  
  	virtual const char*	ConditionName(int conditionID);
  	
  	virtual void		RemoveIgnoredConditions ( void );
  	void				SetCondition( int iCondition /*, bool state = true*/ );
  	bool				HasCondition( int iCondition );
  	bool				HasCondition( int iCondition, bool bUseIgnoreConditions );
  	bool				HasInterruptCondition( int iCondition );
  	bool				HasConditionsToInterruptSchedule( int nLocalScheduleID );
  
  	void				ClearCondition( int iCondition );
  	void				ClearConditions( int *pConditions, int nConditions );
  	void				SetIgnoreConditions( int *pConditions, int nConditions );
  	void				ClearIgnoreConditions( int *pConditions, int nConditions );
  	bool				ConditionInterruptsCurSchedule( int iCondition );
  	bool				ConditionInterruptsSchedule( int schedule, int iCondition );
  
  	void				SetCustomInterruptCondition( int nCondition );
  	bool				IsCustomInterruptConditionSet( int nCondition );
  	void				ClearCustomInterruptCondition( int nCondition );
  	void				ClearCustomInterruptConditions( void );
  
  	bool				ConditionsGathered() const		{ return m_bConditionsGathered; }
  	const CAI_ScheduleBits &AccessConditionBits() const { return m_Conditions; }
  	CAI_ScheduleBits &	AccessConditionBits()			{ return m_Conditions; }
  
  	bool				DidChooseEnemy() const			{ return !m_bSkippedChooseEnemy; }
  
  private:
  	CAI_ScheduleBits	m_Conditions;
  	CAI_ScheduleBits	m_CustomInterruptConditions;	//Bit string assembled by the schedule running, then 
  														//modified by leaf classes to suit their needs
  	CAI_ScheduleBits	m_ConditionsPreIgnore;
  	CAI_ScheduleBits	m_InverseIgnoreConditions;
  
  	bool				m_bForceConditionsGather;
  	bool				m_bConditionsGathered;
  	bool				m_bSkippedChooseEnemy;
  
  public:
  	//-----------------------------------------------------
  	//
  	// NPC State
  	//
  	//-----------------------------------------------------
  	inline void			SetIdealState( NPC_STATE eIdealState );	
  	inline NPC_STATE	GetIdealState();
  	virtual NPC_STATE	SelectIdealState( void );
  
  	void				SetState( NPC_STATE State );
  	virtual bool		ShouldGoToIdleState( void ) 							{ return ( false ); }
  	virtual	void 		OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) {/*Base class doesn't care*/};
  	
  	NPC_STATE			GetState( void )										{ return m_NPCState; }
  
  	AI_Efficiency_t		GetEfficiency() const						{ return m_Efficiency; }
  	void				SetEfficiency( AI_Efficiency_t efficiency )	{ m_Efficiency = efficiency; }
  	AI_MoveEfficiency_t GetMoveEfficiency() const					{ return m_MoveEfficiency; }
  	void				SetMoveEfficiency( AI_MoveEfficiency_t efficiency )	{ m_MoveEfficiency = efficiency; }
  	virtual void		UpdateEfficiency( bool bInPVS );
  	void				ForceDecisionThink()						{ m_flNextDecisionTime = 0; SetEfficiency( AIE_NORMAL ); }
  
  	bool				IsFlaggedEfficient() const					{ return HasSpawnFlags( SF_NPC_START_EFFICIENT ); }
  
  	AI_SleepState_t		GetSleepState() const						{ return m_SleepState; }
  	void				SetSleepState( AI_SleepState_t sleepState )	{ m_SleepState = sleepState; }
  	void				AddSleepFlags( int flags ) { m_SleepFlags |= flags; }
  	void				RemoveSleepFlags( int flags ) { m_SleepFlags &= ~flags; }
  	bool				HasSleepFlags( int flags ) { return (m_SleepFlags & flags) == flags; }
  
  	void				UpdateSleepState( bool bInPVS );
  	virtual	void		Wake( bool bFireOutput = true );
  	void				Sleep();
  	bool				WokeThisTick() const;
  
  	//---------------------------------
  
  	NPC_STATE			m_NPCState;				// npc's current state
  	float				m_flLastStateChangeTime;
  
  private:
  	NPC_STATE			m_IdealNPCState;		// npc should change to this state
  	AI_Efficiency_t		m_Efficiency;
  	AI_MoveEfficiency_t m_MoveEfficiency;
  	float				m_flNextDecisionTime;
  
  	AI_SleepState_t		m_SleepState;
  	int					m_SleepFlags;
  	float				m_flWakeRadius;
  	bool				m_bWakeSquad;
  	int					m_nWakeTick;
  
  public:
  	//-----------------------------------------------------
  	//
  	//	Activities
  	// 
  	//-----------------------------------------------------
  	
  	Activity			TranslateActivity( Activity idealActivity, Activity *pIdealWeaponActivity = NULL );
  	Activity			NPC_TranslateActivity( Activity eNewActivity );
  	Activity			GetActivity( void ) { return m_Activity; }
  	virtual void		SetActivity( Activity NewActivity );
  	Activity			GetIdealActivity( void ) { return m_IdealActivity; }
  	void				SetIdealActivity( Activity NewActivity );
  	void				ResetIdealActivity( Activity newIdealActivity );
  	void				SetSequenceByName( const char *szSequence );
  	void				SetSequenceById( int iSequence );
  	Activity			GetScriptCustomMoveActivity( void );
  	int					GetScriptCustomMoveSequence( void );
  	Activity			GetStoppedActivity( void );
  	inline bool			HaveSequenceForActivity( Activity activity );
  	inline bool			IsActivityStarted(void);
  	virtual bool		IsActivityFinished( void );
  	virtual bool		IsActivityMovementPhased( Activity activity );
  	virtual void		OnChangeActivity( Activity eNewActivity );
  	void				MaintainActivity(void);
  	void				ResetActivity(void) { m_Activity = ACT_RESET; }
  
  	void				SetActivityAndSequence(Activity NewActivity, int iSequence, Activity translatedActivity, Activity weaponActivity);
  
  private:
  
  	void				AdvanceToIdealActivity(void);
  	void				ResolveActivityToSequence(Activity NewActivity, int &iSequence, Activity &translatedActivity, Activity &weaponActivity);
  
  	Activity			m_Activity;				// Current animation state
  	Activity			m_translatedActivity;	// Current actual translated animation
  
  	Activity			m_IdealActivity;				// Desired animation state
  	int					m_nIdealSequence;				// Desired animation sequence
  	Activity			m_IdealTranslatedActivity;		// Desired actual translated animation state
  	Activity			m_IdealWeaponActivity;			// Desired weapon animation state
  
  	CNetworkVar(int, m_iDeathPose );
  	CNetworkVar(int, m_iDeathFrame );
  
  public:
  	//-----------------------------------------------------
  	//
  	// Senses
  	//
  	//-----------------------------------------------------
  
  	CAI_Senses *		GetSenses()			{ return m_pSenses; }
  	const CAI_Senses *	GetSenses() const	{ return m_pSenses; }
  	
  	void				SetDistLook( float flDistLook );
  
  	virtual bool		QueryHearSound( CSound *pSound );
  	virtual bool		QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
  
  	virtual void		OnLooked( int iDistance );
  	virtual void		OnListened();
  
  	virtual void		OnSeeEntity( CBaseEntity *pEntity ) {}
  
  	// If true, AI will try to see this entity regardless of distance.
  	virtual bool		ShouldNotDistanceCull() { return false; }
  	
  	virtual int			GetSoundInterests( void );
  	virtual int			GetSoundPriority( CSound *pSound );
  
  	CSound *			GetLoudestSoundOfType( int iType );
  	virtual CSound *	GetBestSound( int validTypes = ALL_SOUNDS );
  	virtual CSound *	GetBestScent( void );
  	virtual float		HearingSensitivity( void )		{ return 1.0;	}
  	virtual bool		ShouldIgnoreSound( CSound * )	{ return false; }
  	bool				SoundIsVisible( CSound *pSound );
  
  protected:
  	virtual void		ClearSenseConditions( void );
  	
  private:
  	void				LockBestSound();
  	void				UnlockBestSound();
  
  	CAI_Senses *		m_pSenses;
  	CSound *			m_pLockedBestSound;
  
  public:
  	//-----------------------------------------------------
  	//
  	// Enemy and target
  	//
  	//-----------------------------------------------------
  
  	Vector GetSmoothedVelocity( void );
  
  	CBaseEntity*		GetEnemy()							{ return m_hEnemy.Get(); }
  	CBaseEntity*		GetEnemy() const					{ return m_hEnemy.Get(); }
  	float				GetTimeEnemyAcquired()				{ return m_flTimeEnemyAcquired; }
  	void				SetEnemy( CBaseEntity *pEnemy, bool bSetCondNewEnemy = true );
  
  	const Vector &		GetEnemyLKP() const;
  	float				GetEnemyLastTimeSeen() const;
  	void				MarkEnemyAsEluded();
  	void				ClearEnemyMemory();
  	bool				EnemyHasEludedMe() const;
  	
  	virtual CBaseEntity *BestEnemy();		// returns best enemy in memory list
  	virtual	bool		IsValidEnemy( CBaseEntity *pEnemy );
  	virtual	bool		CanBeAnEnemyOf( CBaseEntity *pEnemy );
  
  	void				ForceChooseNewEnemy()	{ m_EnemiesSerialNumber = -1; }
  
  	bool				ChooseEnemy();
  	virtual bool		ShouldChooseNewEnemy();
  	virtual void		GatherEnemyConditions( CBaseEntity *pEnemy );
  	virtual float		EnemyDistTolerance() {  return 0; } // Enemy distances within this tolerance of each other are considered equivalent.
  	
  	float				EnemyDistance( CBaseEntity *pEnemy );
  	CBaseCombatCharacter *GetEnemyCombatCharacterPointer();
  	void SetEnemyOccluder(CBaseEntity *pBlocker);
  	CBaseEntity *GetEnemyOccluder(void);
  
  	virtual void		StartTargetHandling( CBaseEntity *pTargetEnt );
  
  	//---------------------------------
  	
  	CBaseEntity*		GetTarget()								{ return m_hTargetEnt.Get(); }
  	void				SetTarget( CBaseEntity *pTarget );
  	void				CheckTarget( CBaseEntity *pTarget );
  	float				GetAcceptableTimeSeenEnemy( void )		{ return m_flAcceptableTimeSeenEnemy; }
  	virtual	CAI_BaseNPC *CreateCustomTarget( const Vector &vecOrigin, float duration = -1 );
  
  	void				SetDeathPose( const int &iDeathPose ) { m_iDeathPose = iDeathPose; }
  	void				SetDeathPoseFrame( const int &iDeathPoseFrame ) { m_iDeathFrame = iDeathPoseFrame; }
  	
  	void				SelectDeathPose( const CTakeDamageInfo &info );
  	virtual bool		ShouldPickADeathPose( void ) { return true; }
  
  	virtual	bool		AllowedToIgnite( void ) { return false; }
  
  protected:
  	virtual float 		GetGoalRepathTolerance( CBaseEntity *pGoalEnt, GoalType_t type, const Vector &curGoal, const Vector &curTargetPos );
  
  private:
  	void *				CheckEnemy( CBaseEntity *pEnemy ) { return NULL; } // OBSOLETE, replaced by GatherEnemyConditions(), left here to make derived code not compile
  
  	// Updates the goal position in case of GOALTYPE_ENEMY
  	void				UpdateEnemyPos();
  
  	// Updates the goal position in case of GOALTYPE_TARGETENT
  	void				UpdateTargetPos();
  
  	//---------------------------------
  	
  	EHANDLE				m_hEnemy;		// the entity that the npc is fighting.
  	float				m_flTimeEnemyAcquired; // The time at which the entity the NPC is fighting became the NPC's enemy.
  	EHANDLE				m_hTargetEnt;	// the entity that the npc is trying to reach
  
  	CRandStopwatch		m_GiveUpOnDeadEnemyTimer;
  	CSimpleSimTimer		m_FailChooseEnemyTimer;
  	int					m_EnemiesSerialNumber;
  
  	float				m_flAcceptableTimeSeenEnemy;
  
  	CSimpleSimTimer		m_UpdateEnemyPosTimer;
  	static CSimpleSimTimer m_AnyUpdateEnemyPosTimer;
  
  public:
  	//-----------------------------------------------------
  	//
  	// Commander mode stuff.
  	//
  	//-----------------------------------------------------
  	virtual bool IsCommandable()										{ return false; }
  	virtual bool IsPlayerAlly( CBasePlayer *pPlayer = NULL );
  	virtual bool IsMedic()												{ return false; }
  	virtual bool IsCommandMoving()										{ return false; }
  	virtual bool ShouldAutoSummon()										{ return false; }
  	virtual void SetCommandGoal( const Vector &vecGoal );
  	virtual void ClearCommandGoal();
  	virtual void OnTargetOrder()										{}
  	virtual void OnMoveOrder()											{}
  	virtual bool IsValidCommandTarget( CBaseEntity *pTarget )			{ return false; }
  	const Vector &GetCommandGoal() const								{ return m_vecCommandGoal; }
  	virtual void OnMoveToCommandGoalFailed()							{}
  	string_t GetPlayerSquadName() const									{ Assert( gm_iszPlayerSquad != NULL_STRING ); return gm_iszPlayerSquad; }
  	bool IsInPlayerSquad() const;
  	virtual CAI_BaseNPC *GetSquadCommandRepresentative()				{ return NULL; }
  
  	virtual bool TargetOrder( CBaseEntity *pTarget, CAI_BaseNPC **Allies, int numAllies ) { OnTargetOrder(); return true; }
  	virtual void MoveOrder( const Vector &vecDest, CAI_BaseNPC **Allies, int numAllies ) { SetCommandGoal( vecDest ); SetCondition( COND_RECEIVED_ORDERS ); OnMoveOrder(); }
  
  	// Return true if you're willing to be idly talked to by other friends.
  	virtual bool CanBeUsedAsAFriend( void );
  
  
  private:
  	Vector			m_vecCommandGoal;
  	static string_t gm_iszPlayerSquad;
  
  public:
  	CAI_MoveMonitor	m_CommandMoveMonitor;
  
  	//-----------------------------------------------------
  	// Dynamic scripted NPC interactions
  	//-----------------------------------------------------
  public:
  	float GetInteractionYaw( void ) const { return m_flInteractionYaw; }
  
  protected:
  	void ParseScriptedNPCInteractions( void );
  	void AddScriptedNPCInteraction( ScriptedNPCInteraction_t *pInteraction  );
  	const char *GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase );
  	void StartRunningInteraction( CAI_BaseNPC *pOtherNPC, bool bActive );
  	void StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector vecOtherOrigin, QAngle angOtherAngles );
  	void CheckForScriptedNPCInteractions( void );
  	void CalculateValidEnemyInteractions( void );
  	void CheckForcedNPCInteractions( void );
  	bool InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector &vecOrigin, QAngle &angAngles );
  	virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
  	bool IsRunningDynamicInteraction( void ) { return (m_iInteractionState != NPCINT_NOT_RUNNING && (m_hCine != NULL)); }
  	bool IsActiveDynamicInteraction( void ) { return (m_iInteractionState == NPCINT_RUNNING_ACTIVE && (m_hCine != NULL)); }
  	ScriptedNPCInteraction_t *GetRunningDynamicInteraction( void ) { return &(m_ScriptedInteractions[m_iInteractionPlaying]); }
  	void SetInteractionCantDie( bool bCantDie ) { m_bCannotDieDuringInteraction = bCantDie; }
  	bool HasInteractionCantDie( void );
  
  	void InputForceInteractionWithNPC( inputdata_t &inputdata );
  	void StartForcedInteraction( CAI_BaseNPC *pNPC, int iInteraction );
  	void CleanupForcedInteraction( void );
  	void CalculateForcedInteractionPosition( void );
  	CAI_BaseNPC *GetInteractionPartner( void );
  
  private:
  	// Forced interactions
  	CHandle<CAI_BaseNPC>				 m_hForcedInteractionPartner;
  	Vector								 m_vecForcedWorldPosition;
  	float								m_flForcedInteractionTimeout; // Abort the interaction if it hasn't started by this time.
  
  	CHandle<CAI_BaseNPC>				 m_hInteractionPartner;
  	EHANDLE								 m_hLastInteractionTestTarget;
  	bool								 m_bCannotDieDuringInteraction;
  	int									 m_iInteractionState;
  	int									 m_iInteractionPlaying;
  	CUtlVector<ScriptedNPCInteraction_t> m_ScriptedInteractions;
  
  	float								 m_flInteractionYaw;
  
  	
  public:
  	//-----------------------------------------------------
  	//
  	//  Sounds
  	// 
  	//-----------------------------------------------------
  	virtual CanPlaySequence_t CanPlaySequence( bool fDisregardState, int interruptLevel );
  
  	virtual bool		CanPlaySentence( bool fDisregardState ) { return IsAlive(); }
  	virtual int			PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener = NULL );
  	virtual int			PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
  
  	virtual bool		FOkToMakeSound( int soundPriority = 0 );
  	virtual void		JustMadeSound( int soundPriority = 0, float flSoundLength = 0.0f );
  
  	virtual void		DeathSound( const CTakeDamageInfo &info )	{ return; };
  	virtual void		AlertSound( void )							{ return; };
  	virtual void		IdleSound( void )							{ return; };
  	virtual void		PainSound( const CTakeDamageInfo &info )	{ return; };
  	virtual void		FearSound( void )				 			{ return; };
  	virtual void		LostEnemySound( void ) 						{ return; };
  	virtual void		FoundEnemySound( void ) 					{ return; };
  	virtual void		BarnacleDeathSound( void )					{ CTakeDamageInfo info;	PainSound( info ); }
  
  	virtual void		SpeakSentence( int sentenceType ) 			{ return; };
  	virtual bool		ShouldPlayIdleSound( void );
  
  	virtual void		MakeAIFootstepSound( float volume, float duration = 0.5f );
  
  	//---------------------------------
  
  	virtual CAI_Expresser *GetExpresser() { return NULL; }
  	const CAI_Expresser *GetExpresser() const { return const_cast<CAI_BaseNPC *>(this)->GetExpresser(); }
  
  	//---------------------------------
  	// NPC Event Response System
  	virtual bool		CanRespondToEvent( const char *ResponseConcept ) { return false; }
  	virtual bool 		RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene ) { return false; }
  
  	virtual void		PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
  
  	virtual void		ModifyOrAppendCriteria( AI_CriteriaSet& set );
  
  protected:
  	float		SoundWaitTime() const { return m_flSoundWaitTime; }
  
  public:
  	//-----------------------------------------------------
  	//
  	// Capabilities report (from CBaseCombatCharacter)
  	//
  	//-----------------------------------------------------
  	virtual int			CapabilitiesGet( void ) const;
  
  	// local capabilities access
  	int					CapabilitiesAdd( int capabilities );
  	int					CapabilitiesRemove( int capabilities );
  	void				CapabilitiesClear( void );
  
  private:
  	int					m_afCapability;			// tells us what a npc can/can't do.
  
  public:
  	//-----------------------------------------------------
  	//
  	// Pathfinding, navigation & movement
  	//
  	//-----------------------------------------------------
  	
  	CAI_Navigator *		GetNavigator() 				{ return m_pNavigator; }
  	const CAI_Navigator *GetNavigator() const 		{ return m_pNavigator; }
  
  	CAI_LocalNavigator *GetLocalNavigator()			{ return m_pLocalNavigator; }
  	const CAI_LocalNavigator *GetLocalNavigator() const { return m_pLocalNavigator; }
  
  	CAI_Pathfinder *	GetPathfinder() 			{ return m_pPathfinder; }
  	const CAI_Pathfinder *GetPathfinder() const 	{ return m_pPathfinder; }
  
  	CAI_MoveProbe *		GetMoveProbe() 				{ return m_pMoveProbe; }
  	const CAI_MoveProbe *GetMoveProbe() const		{ return m_pMoveProbe; }
  
  	CAI_Motor *			GetMotor() 					{ return m_pMotor; }
  	const CAI_Motor *	GetMotor() const			{ return m_pMotor; }
  	
  	//---------------------------------
  
  	static bool			FindSpotForNPCInRadius( Vector *pResult, const Vector &vStartPos, CAI_BaseNPC *pNPC, float radius, bool bOutOfPlayerViewcone = false );
  
  	//---------------------------------
  
  	virtual bool		IsNavigationUrgent();
  	virtual bool		ShouldFailNav( bool bMovementFailed );
  	virtual bool		ShouldBruteForceFailedNav()	{ return false; }
  	
  	// The current navigation (movement) mode (e.g. fly, swim, locomote, etc) 
  	Navigation_t		GetNavType() const;
  	void				SetNavType( Navigation_t navType );
  	
  	CBaseEntity *		GetNavTargetEntity(void);
  
  	bool				IsMoving( void );
  	virtual float 		GetTimeToNavGoal();
  	
  	// NPCs can override this to tweak with how costly particular movements are
  	virtual	bool		MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
  
  	// Turns a directional vector into a yaw value that points down that vector.
  	float				VecToYaw( const Vector &vecDir );
  
  	//  Turning
  	virtual	float		CalcIdealYaw( const Vector &vecTarget );
  	virtual float		MaxYawSpeed( void );		// Get max yaw speed
  	bool				FacingIdeal( void );
  	void				SetUpdatedYaw()	{ m_ScheduleState.bTaskUpdatedYaw = true; }
  
  	//   Add multiple facing goals while moving/standing still.
  	virtual void		AddFacingTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 );
  	virtual void		AddFacingTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
  	virtual void		AddFacingTarget( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
  	virtual float		GetFacingDirection( Vector &vecDir );
  
  	// ------------
  	// Methods used by motor to query properties/preferences/move-related state
  	// ------------
  	virtual bool		CanStandOn( CBaseEntity *pSurface ) const;
  
  	virtual bool		IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const; // Override for specific creature types
  	bool				IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const;
  	bool 				ShouldMoveWait();
  	virtual float		StepHeight() const			{ return 18.0f; }
  	float				GetStepDownMultiplier() const;
  	virtual float		GetMaxJumpSpeed() const		{ return 350.0f; }
  	virtual float		GetJumpGravity() const		{ return 1.0f; }
  	
  	//---------------------------------
  	
  	virtual bool		OverrideMove( float flInterval );				// Override to take total control of movement (return true if done so)
  	virtual	bool		OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
  
  	//---------------------------------
  	
  	virtual bool		IsUnusableNode(int iNodeID, CAI_Hint *pHint); // Override for special NPC behavior
  	virtual bool		ValidateNavGoal();
  	virtual bool		IsCurTaskContinuousMove();
  	virtual bool		IsValidMoveAwayDest( const Vector &vecDest )	{ return true; }
  
  	//---------------------------------
  	//
  	// Notifications from navigator
  	//
  	virtual void		OnMovementFailed() {};
  	virtual void		OnMovementComplete() {};
  
  	//---------------------------------
  
  	bool				FindNearestValidGoalPos( const Vector &vTestPoint, Vector *pResult );
  
  	void				RememberUnreachable( CBaseEntity* pEntity, float duration = -1 );	// Remember that entity is unreachable
  	virtual bool		IsUnreachable( CBaseEntity* pEntity );			// Is entity is unreachable?
  
  	//---------------------------------
  	// Inherited from IAI_MotorMovementServices
  	virtual float		CalcYawSpeed( void );
  
  	virtual bool		OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, 
  										float distClear, 
  										AIMoveResult_t *pResult );
  
  	virtual bool		OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, 
  												float distClear, 
  												AIMoveResult_t *pResult );
  
  	// Translations of the above into some useful game terms
  	virtual bool		OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, 
  										 CBaseDoor *pDoor,
  										 float distClear, 
  										 AIMoveResult_t *pResult );
  
  	virtual bool 		OnUpcomingPropDoor( AILocalMoveGoal_t *pMoveGoal,
   											CBasePropDoor *pDoor,
  											float distClear,
  											AIMoveResult_t *pResult );
  
  	void	OpenPropDoorBegin( CBasePropDoor *pDoor );
  	void	OpenPropDoorNow( CBasePropDoor *pDoor );
  
  	//---------------------------------
  	
  	void				DelayMoveStart( float delay )	{ m_flMoveWaitFinished = gpGlobals->curtime + delay; }
  	
  	float				m_flMoveWaitFinished;
  	
  
  	//
  	// Stuff for opening doors.
  	//	
  	void OnDoorFullyOpen(CBasePropDoor *pDoor);
  	void OnDoorBlocked(CBasePropDoor *pDoor);
  	CHandle<CBasePropDoor> m_hOpeningDoor;	// The CBasePropDoor that we are in the midst of opening for navigation.
  
  protected:
  	// BRJ 4/11
  	// Semi-obsolete-looking Lars code I moved out of the engine and into here
  	int FlyMove( const Vector& vecPosition, unsigned int mask );
  	int WalkMove( const Vector& vecPosition, unsigned int mask );
  
  	//  Unreachable Entities
  	CUtlVector<UnreachableEnt_t> m_UnreachableEnts;								// Array of unreachable entities
  
  private:
  	CAI_Navigator *		m_pNavigator;
  	CAI_LocalNavigator *m_pLocalNavigator;
  	CAI_Pathfinder *	m_pPathfinder;
  	CAI_MoveProbe *		m_pMoveProbe;
  	CAI_Motor *			m_pMotor;
  
  	EHANDLE				m_hGoalEnt;					// path corner we are heading towards
  
  	float				m_flTimeLastMovement;
  
  
  	CSimpleSimTimer		m_CheckOnGroundTimer;
  
  public:
  	//-----------------------------------------------------
  	//
  	// Eye position, view offset, head direction, eye direction
  	//
  	//-----------------------------------------------------
  	
  	void				SetDefaultEyeOffset ( void );
  	const Vector &		GetDefaultEyeOffset( void )			{ return m_vDefaultEyeOffset;	}
  	virtual Vector		GetNodeViewOffset()					{ return GetViewOffset();		}
  
  	virtual Vector		EyeOffset( Activity nActivity );
  	virtual Vector		EyePosition( void );
  
  	//---------------------------------
  	
  	virtual Vector		HeadDirection2D( void );
  	virtual Vector		HeadDirection3D( void );
  	virtual Vector		EyeDirection2D( void );
  	virtual Vector		EyeDirection3D( void );
  
  	virtual CBaseEntity *EyeLookTarget( void );		// Overridden by subclass to force look at an entity
  	virtual void		AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 ) { };
  	virtual void		AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ) { };
  	virtual void		SetHeadDirection( const Vector &vTargetPos, float flInterval );
  	virtual void		MaintainLookTargets( float flInterval );
  	virtual bool		ValidEyeTarget(const Vector &lookTargetPos);
  
  	virtual	Vector		FacingPosition( void ) { return EyePosition(); }; // position that other npc's use when facing you
  
  	virtual	void		MaintainTurnActivity( void );
  
  	virtual bool		FInAimCone( const Vector &vecSpot );
  	virtual void		AimGun();
  	virtual void		SetAim( const Vector &aimDir );
  	virtual	void		RelaxAim( void );
  	virtual CBaseEntity *GetAlternateMoveShootTarget() { return NULL; }
  
  protected:
  	Vector				m_vDefaultEyeOffset;
  	float				m_flNextEyeLookTime;	// Next time a pick a new place to look
  	
  	float				m_flEyeIntegRate;		 // How fast does eye move to target
  
  private:
  	Vector				m_vEyeLookTarget;		 // Where I want to be looking
  	Vector				m_vCurEyeTarget;		 // Direction I'm looking at
  	EHANDLE				m_hEyeLookTarget;		 // What I want to be looking at
  	float				m_flHeadYaw;			 // Current head yaw
  	float				m_flHeadPitch;			 // Current head pitch
  protected:
  	float				m_flOriginalYaw;		 // This is the direction facing when the level designer placed the NPC in the level.
  
  public:
  	//-----------------------------------------------------
  	// Mapmaker Scripting
  	//
  	// Set when the NPC is being scripted by a mapmaker, and
  	// shouldn't be responding to external stimuli that would
  	// break him out of his "script". NOT a scripted sequence.
  	//-----------------------------------------------------
  	inline bool			IsInAScript( void ) { return m_bInAScript; }
  	inline void			SetInAScript( bool bScript ) { m_bInAScript = bScript; }
  	void				InputStartScripting( inputdata_t &inputdata ) { m_bInAScript = true; }
  	void				InputStopScripting( inputdata_t &inputdata ) { m_bInAScript = false; }
  
  	void				InputGagEnable( inputdata_t &inputdata ) { AddSpawnFlags(SF_NPC_GAG); }
  	void				InputGagDisable( inputdata_t &inputdata ) { RemoveSpawnFlags(SF_NPC_GAG); }
  
  	bool				HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
  
  	virtual void		InputOutsideTransition( inputdata_t &inputdata );
  	virtual void		InputInsideTransition( inputdata_t &inputdata );
  
  	void				CleanupScriptsOnTeleport( bool bEnrouteAsWell );
  
  	virtual	void		SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt );
  
  private:
  	bool				m_bInAScript;
  
  public:
  	//-----------------------------------------------------
  	//
  	// Scripting
  	//
  	//-----------------------------------------------------
  
  	// Scripted sequence Info
  	enum SCRIPTSTATE
  	{
  		SCRIPT_PLAYING = 0,				// Playing the action animation.
  		SCRIPT_WAIT,						// Waiting on everyone in the script to be ready. Plays the pre idle animation if there is one.
  		SCRIPT_POST_IDLE,					// Playing the post idle animation after playing the action animation.
  		SCRIPT_CLEANUP,					// Cancelling the script / cleaning up.
  		SCRIPT_WALK_TO_MARK,				// Walking to the scripted sequence position.
  		SCRIPT_RUN_TO_MARK,				// Running to the scripted sequence position.
  		SCRIPT_CUSTOM_MOVE_TO_MARK,	// Moving to the scripted sequence position while playing a custom movement animation.
  	};
  
  	bool				ExitScriptedSequence();
  	bool				CineCleanup();
  
  	virtual void		Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
  
  	// forces movement and sets a new schedule
  	virtual bool		ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity );
  	virtual bool		ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity );
  
  	static void			ForceSelectedGo(CBaseEntity *pPlayer, const Vector &targetPos, const Vector &traceDir, bool bRun);
  	static void			ForceSelectedGoRandom(void);
  
  	bool				AutoMovement( CBaseEntity *pTarget = NULL, AIMoveTrace_t *pTraceResult = NULL );
  	bool				AutoMovement( float flInterval, CBaseEntity *pTarget = NULL, AIMoveTrace_t *pTraceResult = NULL );
  	bool				TaskRanAutomovement( void ) { return m_ScheduleState.bTaskRanAutomovement; }
  
  	SCRIPTSTATE			m_scriptState;		// internal cinematic state
  	CHandle<CAI_ScriptedSequence>	m_hCine;
  	Activity			m_ScriptArrivalActivity;
  	string_t			m_strScriptArrivalSequence;
  
  	//-----------------------------------------------------
  	//
  	// Scenes
  	//
  	//-----------------------------------------------------
  
  	void				AddSceneLock( float flDuration = 0.2f ) { m_flSceneTime = MAX( gpGlobals->curtime + flDuration, m_flSceneTime ); };
  	void				ClearSceneLock( float flDuration = 0.2f ) { m_flSceneTime = gpGlobals->curtime + flDuration; };
  	bool				IsInLockedScene( void ) { return m_flSceneTime > gpGlobals->curtime; };
  	float				m_flSceneTime;
  	string_t			m_iszSceneCustomMoveSeq;
  
  public:
  	//-----------------------------------------------------
  	//
  	// Memory
  	//
  	//-----------------------------------------------------
  
  	inline void			Remember( int iMemory ) 		{ m_afMemory |= iMemory; }
  	inline void			Forget( int iMemory ) 			{ m_afMemory &= ~iMemory; }
  	inline bool			HasMemory( int iMemory ) 		{ if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
  	inline bool			HasAllMemories( int iMemory ) 	{ if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
  
  	virtual CAI_Enemies *GetEnemies( void );
  	virtual void		RemoveMemory( void );
  
  	virtual bool		UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL );
  	virtual float		GetReactionDelay( CBaseEntity *pEnemy );
  	
  	void				SetLastAttackTime( float time)	{ m_flLastAttackTime = time; }
  
  	float				GetLastAttackTime() const { return m_flLastAttackTime; }
  	float				GetLastDamageTime() const { return m_flLastDamageTime; }
  	float				GetLastPlayerDamageTime() const { return m_flLastPlayerDamageTime; }
  	float				GetLastEnemyTime() const { return m_flLastEnemyTime; }
  
  	// Set up the shot regulator based on the equipped weapon
  	virtual void		OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
  
  	// Weapon holstering
  	virtual bool		CanHolsterWeapon( void );
  	virtual int			HolsterWeapon( void );
  	virtual int			UnholsterWeapon( void );
  	void				InputHolsterWeapon( inputdata_t &inputdata );
  	void				InputHolsterAndDestroyWeapon( inputdata_t &inputdata );
  	void				InputUnholsterWeapon( inputdata_t &inputdata );
  	bool				IsWeaponHolstered( void );
  	bool				IsWeaponStateChanging( void );
  	void				SetDesiredWeaponState( DesiredWeaponState_t iState ) { m_iDesiredWeaponState = iState; }
  
  	// NOTE: The Shot Regulator is used to manage the RangeAttack1 weapon.
  	inline CAI_ShotRegulator* GetShotRegulator()		{ return &m_ShotRegulator; }
  	virtual void		OnRangeAttack1();
  	
  protected:
  	// Shot regulator code
  	virtual void		OnUpdateShotRegulator( );
  
  protected:
  	CAI_Enemies *		m_pEnemies;	// Holds information about enemies / danger positions / shared between sqaud members
  	int					m_afMemory;
  	EHANDLE				m_hEnemyOccluder;	// The entity my enemy is hiding behind.
  
  	float				m_flSumDamage;				// How much consecutive damage I've received
  	float				m_flLastDamageTime;			// Last time I received damage
  	float				m_flLastPlayerDamageTime;	// Last time I received damage from the player
  	float				m_flLastSawPlayerTime;		// Last time I saw the player
  	float				m_flLastAttackTime;			// Last time that I attacked my current enemy
  	float				m_flLastEnemyTime;
  	float				m_flNextWeaponSearchTime;	// next time to search for a better weapon
  	string_t			m_iszPendingWeapon;			// THe NPC should create and equip this weapon.
  	bool				m_bIgnoreUnseenEnemies;
  
  private:
  	CAI_ShotRegulator	m_ShotRegulator;			// When should I shoot next?
  
  	DesiredWeaponState_t	m_iDesiredWeaponState;
  
  public:
  	//-----------------------------------------------------
  	//
  	// Squads & tactics
  	//
  	//-----------------------------------------------------
  
  	virtual bool		InitSquad( void );
  
  	virtual const char*	SquadSlotName(int slotID)		{ return gm_SquadSlotNamespace.IdToSymbol(slotID);					}
  	bool				OccupyStrategySlot( int squadSlotID );
  	bool				OccupyStrategySlotRange( int slotIDStart, int slotIDEnd );
  	bool				HasStrategySlot( int squadSlotID );
  	bool				HasStrategySlotRange( int slotIDStart, int slotIDEnd );
  	int					GetMyStrategySlot() { return m_iMySquadSlot; }
  	void				VacateStrategySlot( void );
  	bool				IsStrategySlotRangeOccupied( int slotIDStart, int slotIDEnd );	// Returns true if all in the range are occupied
  	
  	CAI_Squad *			GetSquad()						{ return m_pSquad; 		}
  	virtual void		SetSquad( CAI_Squad *pSquad );
  	void				AddToSquad( string_t name );
  	void				RemoveFromSquad();
  	void				CheckSquad();
  	void				SetSquadName( string_t name )	{ m_SquadName = name; 	}
  	bool				IsInSquad() const				{ return m_pSquad != NULL; }
  	virtual bool		IsSilentSquadMember() const 	{ return false; }
  
  	int					NumWeaponsInSquad( const char *pszWeaponClassname );
  
  	string_t			GetHintGroup( void )			{ return m_strHintGroup;		}
  	void				ClearHintGroup( void )			{ SetHintGroup( NULL_STRING );	}
  	void				SetHintGroup( string_t name, bool bHintGroupNavLimiting = false );
  	bool				IsLimitingHintGroups( void )	{ return m_bHintGroupNavLimiting; }
  
  	//---------------------------------
  
  	CAI_TacticalServices *GetTacticalServices()			{ return m_pTacticalServices; }
  	const CAI_TacticalServices *GetTacticalServices() const { return m_pTacticalServices; }
  
  	//---------------------------------
  	//  Cover
  	
  	virtual bool		FindCoverPos( CBaseEntity *pEntity, Vector *pResult );
  	virtual bool		FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult );
  	virtual bool		FindCoverPos( CSound *pSound, Vector *pResult );
  	virtual bool		IsValidCover ( const Vector &vecCoverLocation, CAI_Hint const *pHint );
  	virtual bool		IsValidShootPosition ( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint );
  	virtual bool		TestShootPosition(const Vector &vecShootPos, const Vector &targetPos )	{ return WeaponLOSCondition( vecShootPos, targetPos, false ); }
  	virtual bool		IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition );
  	virtual float		CoverRadius( void ) { return 1024; } // Default cover radius
  	virtual float		GetMaxTacticalLateralMovement( void ) { return MAXTACLAT_IGNORE; }
  
  protected:
  	virtual void		OnChangeHintGroup( string_t oldGroup, string_t newGroup ) {}
  
  	CAI_Squad *			m_pSquad;		// The squad that I'm on
  	string_t			m_SquadName;
  
  	int					m_iMySquadSlot;	// this is the behaviour slot that the npc currently holds in the squad. 
  
  private:
  	string_t			m_strHintGroup;
  	bool				m_bHintGroupNavLimiting;
  	CAI_TacticalServices *m_pTacticalServices;
  
  public:
  	//-----------------------------------------------------
  	//
  	// Base schedule & task support; Miscellaneous
  	//
  	//-----------------------------------------------------
  
  	void				InitRelationshipTable( void );
  	void				AddRelationship( const char *pszRelationship, CBaseEntity *pActivator );
  
  	virtual void		AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority );
  	virtual void		AddClassRelationship( Class_T nClass, Disposition_t nDisposition, int nPriority );
  
  	void				NPCUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
  
  	CBaseGrenade*		IncomingGrenade(void);
  
  	virtual bool		ShouldFadeOnDeath( void );
  
  	void				NPCInitDead( void );	// Call after animation/pose is set up
  	void				CorpseFallThink( void );
  
  	float				ThrowLimit( const Vector &vecStart, const Vector &vecEnd, float fGravity, float fArcSize, const Vector &mins, const Vector &maxs, CBaseEntity *pTarget, Vector *jumpVel, CBaseEntity **pBlocker);
  
  	// these functions will survey conditions and set appropriate conditions bits for attack types.
  	virtual int			RangeAttack1Conditions( float flDot, float flDist );
  	virtual int			RangeAttack2Conditions( float flDot, float flDist );
  	virtual int			MeleeAttack1Conditions( float flDot, float flDist );
  	virtual int			MeleeAttack2Conditions( float flDot, float flDist );
  
  	virtual float		InnateRange1MinRange( void ) { return 0.0f; }
  	virtual float		InnateRange1MaxRange( void ) { return FLT_MAX; }
  
  	virtual bool		OnBeginMoveAndShoot( void )	{ return true; }
  	virtual void		OnEndMoveAndShoot( void )	{}
  
  	virtual bool		UseAttackSquadSlots()	{ return false; }
  
  	//---------------------------------
  	
  	virtual	CBaseEntity *FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter = NULL );
  
  	//---------------------------------
  	//  States
  	//---------------------------------
  
  	virtual void		ClearAttackConditions( void );
  	void				GatherAttackConditions( CBaseEntity *pTarget, float flDist );
  	virtual bool		ShouldLookForBetterWeapon();
  	bool				Weapon_IsBetterAvailable ( void ) ;
  	virtual Vector		Weapon_ShootPosition( void );
  	virtual	void		GiveWeapon( string_t iszWeaponName );
  	virtual void		OnGivenWeapon( CBaseCombatWeapon *pNewWeapon ) { }
  	bool				IsMovingToPickupWeapon();
  	virtual bool		WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
  	virtual bool		CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) { return WeaponLOSCondition( GetAbsOrigin(), targetPos, bSetConditions ); }
  	virtual bool		IsWaitingToRappel( void ) { return false; }
  	virtual void		BeginRappel() {}
  
  	// override to change the chase location of an enemy
  	// This is where your origin should go when you are chasing pEnemy when his origin is at chasePosition
  	// by default, leave this alone to make your origin coincide with his.
  	virtual void		TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition);
  	virtual float		GetDefaultNavGoalTolerance() { return (GetHullWidth() * 2.0); }
  
  	virtual bool		FCanCheckAttacks ( void );
  	virtual void		CheckAmmo( void ) {}
  
  	virtual bool		FValidateHintType( CAI_Hint *pHint );
  	virtual Activity	GetHintActivity( short sHintType, Activity HintsActivity );
  	virtual float		GetHintDelay( short sHintType );
  	virtual Activity	GetCoverActivity( CAI_Hint* pHint );
  	virtual Activity	GetReloadActivity( CAI_Hint* pHint );
  
  	virtual void		SetTurnActivity( void );
  	bool				UpdateTurnGesture( void );
  
  	// Returns the time when the door will be open
  	float				OpenDoorAndWait( CBaseEntity *pDoor );
  
  	bool				BBoxFlat( void );
  
  	//---------------------------------
  
  	virtual void		Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
  	virtual bool		PassesDamageFilter( const CTakeDamageInfo &info );
  
  	//---------------------------------
  
  	void				MakeDamageBloodDecal( int cCount, float flNoise, trace_t *ptr, Vector vecDir );
  	virtual float		GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info );
  	void				TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
  	void				DecalTrace( trace_t *pTrace, char const *decalName );
  	void				ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
  	virtual	bool		PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers = true );
  	CBaseEntity *		PlayerInRange( const Vector &vecLocation, float flDist );
  	bool				PointInSpread( CBaseCombatCharacter *pCheckEntity, const Vector &sourcePos, const Vector &targetPos, const Vector &testPoint, float flSpread, float maxDistOffCenter );
  	bool				IsSquadmateInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter );
  
  	//---------------------------------
  	// combat functions
  	//---------------------------------
  	virtual bool		InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );	
  
  	virtual Activity	GetFlinchActivity( bool bHeavyDamage, bool bGesture );
  	
  	virtual bool		ShouldGib( const CTakeDamageInfo &info ) { return false; }	// Always ragdoll, unless specified by the leaf class
  	virtual bool		Event_Gibbed( const CTakeDamageInfo &info );
  	virtual void		Event_Killed( const CTakeDamageInfo &info );
  
  	virtual Vector		GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy = true );
  	virtual Vector		GetActualShootPosition( const Vector &shootOrigin );
  	virtual Vector		GetActualShootTrajectory( const Vector &shootOrigin );
  #ifdef HL2_DLL
  	virtual	Vector		GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
  	virtual	float		GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
  #endif //HL2_DLL
  	virtual void		CollectShotStats( const Vector &vecShootOrigin, const Vector &vecShootDir );
  	virtual Vector		BodyTarget( const Vector &posSrc, bool bNoisy = true );
  	virtual Vector		GetAutoAimCenter() { return BodyTarget(vec3_origin, false); }
  	virtual void		FireBullets( const FireBulletsInfo_t &info );
  
  	// OLD VERSION! Use the struct version
  	void FireBullets( int cShots, const Vector &vecSrc, const Vector &vecDirShooting, 
  		const Vector &vecSpread, float flDistance, int iAmmoType, int iTracerFreq = 4, 
  		int firingEntID = -1, int attachmentID = -1, int iDamage = 0, 
  		CBaseEntity *pAttacker = NULL, bool bFirstShotAccurate = false );
  
  	virtual	bool		ShouldMoveAndShoot( void );
  
  	//---------------------------------
  	//  Damage
  	//---------------------------------
  	virtual int			OnTakeDamage_Alive( const CTakeDamageInfo &info );
  	virtual int			OnTakeDamage_Dying( const CTakeDamageInfo &info );
  	virtual int			OnTakeDamage_Dead( const CTakeDamageInfo &info );
  
  	virtual void		NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity );
  	virtual void		OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker );
  
  	virtual bool		IsLightDamage( const CTakeDamageInfo &info );
  	virtual bool		IsHeavyDamage( const CTakeDamageInfo &info );
  
  	void				DoRadiusDamage( const CTakeDamageInfo &info, int iClassIgnore, CBaseEntity *pEntityIgnore );
  	void				DoRadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, int iClassIgnore, CBaseEntity *pEntityIgnore );
  
  	//---------------------------------
  
  	virtual void	PickupWeapon( CBaseCombatWeapon *pWeapon );
  	virtual void	PickupItem( CBaseEntity *pItem ) { };
  	CBaseEntity*	DropItem( const char *pszItemName, Vector vecPos, QAngle vecAng );// drop an item.
  
  
  	//---------------------------------
  	// Inputs
  	//---------------------------------
  	void InputSetRelationship( inputdata_t &inputdata );
  	void InputSetEnemyFilter( inputdata_t &inputdata );
  	void InputSetHealth( inputdata_t &inputdata );
  	void InputBeginRappel( inputdata_t &inputdata );
  	void InputSetSquad( inputdata_t &inputdata );
  	void InputWake( inputdata_t &inputdata );
  	void InputForgetEntity( inputdata_t &inputdata );
  	void InputIgnoreDangerSounds( inputdata_t &inputdata );
  	void InputUpdateEnemyMemory( inputdata_t &inputdata );
  
  	//---------------------------------
  	
  	virtual void		NotifyDeadFriend( CBaseEntity *pFriend ) { return; }
  
  	//---------------------------------
  	// Utility methods
  	static Vector CalcThrowVelocity(const Vector &startPos, const Vector &endPos, float fGravity, float fArcSize);
  
  	//---------------------------------
  
  	float SetWait( float minWait, float maxWait = 0.0 );
  	void ClearWait();
  	float GetWaitFinishTime()	{ return m_flWaitFinished; }
  	bool IsWaitFinished();
  	bool IsWaitSet();
  	
  	CBaseEntity*	GetGoalEnt()							{ return m_hGoalEnt;	}
  	void			SetGoalEnt( CBaseEntity *pGoalEnt )		{ m_hGoalEnt.Set( pGoalEnt ); }
  
  	CAI_Hint		*GetHintNode()							{ return m_pHintNode; }
  	const CAI_Hint *GetHintNode() const						{ return m_pHintNode; }
  	void			SetHintNode( CAI_Hint *pHintNode );
  	void			ClearHintNode( float reuseDelay = 0.0 );
  
  	float				m_flWaitFinished;			// if we're told to wait, this is the time that the wait will be over.
  
  	float				m_flNextFlinchTime;			// Time at which we'll flinch fully again (as opposed to just doing gesture flinches)
  	float				m_flNextDodgeTime;			// Time at which I can dodge again. Used so that the behavior doesn't happen over and over.
  
  	CAI_MoveAndShootOverlay m_MoveAndShootOverlay;
  
  	Vector				m_vecLastPosition;			// npc sometimes wants to return to where it started after an operation.
  	Vector				m_vSavePosition;			// position stored by code that called this schedules
  	Vector				m_vInterruptSavePosition;	// position stored by a task that was interrupted
  
  private:
  	CHandle<CAI_Hint>	m_pHintNode;				// this is the hint that the npc is moving towards or performing active idle on.
  
  public:
  	int					m_cAmmoLoaded;				// how much ammo is in the weapon (used to trigger reload anim sequences)
  	float				m_flDistTooFar;				// if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in GatherEnemyConditions
  	string_t			m_spawnEquipment;
  
  	bool				m_fNoDamageDecal;
  
  	EHANDLE				m_hStoredPathTarget;		// For TASK_SET_GOAL
  	Vector				m_vecStoredPathGoal;		//
  	GoalType_t			m_nStoredPathType;			// 
  	int					m_fStoredPathFlags;			//
  
  	CHandle<CBaseFilter>	m_hEnemyFilter;
  	string_t				m_iszEnemyFilterName;
  
  	bool					m_bDidDeathCleanup;
  
  
  	IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_lifeState );
  
  	//---------------------------------
  	//	Outputs
  	//---------------------------------
  	COutputEvent		m_OnDamaged;
  	COutputEvent		m_OnDeath;
  	COutputEvent		m_OnHalfHealth;
  	COutputEHANDLE		m_OnFoundEnemy; 
  	COutputEvent		m_OnLostEnemyLOS; 
  	COutputEvent		m_OnLostEnemy; 
  	COutputEHANDLE		m_OnFoundPlayer;
  	COutputEvent		m_OnLostPlayerLOS;
  	COutputEvent		m_OnLostPlayer; 
  	COutputEvent		m_OnHearWorld;
  	COutputEvent		m_OnHearPlayer;
  	COutputEvent		m_OnHearCombat;
  	COutputEvent		m_OnDamagedByPlayer;
  	COutputEvent		m_OnDamagedByPlayerSquad;
  	COutputEvent		m_OnDenyCommanderUse;
  	COutputEvent		m_OnRappelTouchdown;
  	COutputEvent		m_OnSleep;
  	COutputEvent		m_OnWake;
  	COutputEvent		m_OnForcedInteractionStarted;
  	COutputEvent		m_OnForcedInteractionAborted;
  	COutputEvent		m_OnForcedInteractionFinished;
  
  public:
  	// use this to shrink the bbox temporarily
  	void				SetHullSizeNormal( bool force = false );
  	bool				SetHullSizeSmall( bool force = false );
  
  	bool				IsUsingSmallHull() const	{ return m_fIsUsingSmallHull; }
  
  	const Vector &		GetHullMins() const		{ return NAI_Hull::Mins(GetHullType()); }
  	const Vector &		GetHullMaxs() const		{ return NAI_Hull::Maxs(GetHullType()); }
  	float				GetHullWidth()	const	{ return NAI_Hull::Width(GetHullType()); }
  	float				GetHullHeight() const	{ return NAI_Hull::Height(GetHullType()); }
  
  	void				SetupVPhysicsHull();
  	virtual void		StartTouch( CBaseEntity *pOther );
  	void				CheckPhysicsContacts();
  
  private:
  	void				TryRestoreHull( void );
  	bool				m_fIsUsingSmallHull;
  	bool				m_bCheckContacts;
  
  private:
  	// Task implementation helpers
  	void StartTurn( float flDeltaYaw );
  	bool FindCoverFromEnemy( bool bNodesOnly = false, float flMinDistance = 0, float flMaxDistance = FLT_MAX );
  	bool FindCoverFromBestSound( Vector *pCoverPos );
  	void StartScriptMoveToTargetTask( int task );
  	
  	void RunDieTask();
  	void RunAttackTask( int task );
  
  protected:
  	virtual float CalcReasonableFacing( bool bIgnoreOriginalFacing = false );
  	virtual bool IsValidReasonableFacing( const Vector &vecSightDir, float sightDist ) { return true; }
  	virtual float GetReasonableFacingDist( void );
  
  public:
  	inline int UsableNPCObjectCaps( int baseCaps )
  	{
  		if ( IsAlive() )
  			baseCaps |= FCAP_IMPULSE_USE;
  		return baseCaps;
  	}
  
  	virtual int	ObjectCaps()	{ return (BaseClass::ObjectCaps() | FCAP_NOTIFY_ON_TRANSITION); }
  
  	//-----------------------------------------------------
  	//
  	// Core mapped data structures 
  	//
  	// String Registries for default AI Shared by all CBaseNPCs
  	//	These are used only during initialization and in debug
  	//-----------------------------------------------------
  
  	static void InitSchedulingTables();
  
  	static CAI_GlobalScheduleNamespace *GetSchedulingSymbols()		{ return &gm_SchedulingSymbols; }
  	static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; }
  	virtual CAI_ClassScheduleIdSpace *	GetClassScheduleIdSpace()	{ return &gm_ClassScheduleIdSpace; }
  
  	static int			GetScheduleID	(const char* schedName);
  	static int			GetActivityID	(const char* actName);
  	static int			GetConditionID	(const char* condName);
  	static int			GetTaskID		(const char* taskName);
  	static int			GetSquadSlotID	(const char* slotName);
  	virtual const char* GetSquadSlotDebugName( int iSquadSlot );
  	static const char*	GetActivityName	(int actID);	
  
  	static void			AddActivityToSR(const char *actName, int conID);
  	
  	static void			AddEventToSR(const char *eventName, int conID);
  	static const char*	GetEventName	(int actID);
  	static int			GetEventID	(const char* actName);
  
  public:
  	//-----------------------------------------------------
  	// Crouch handling
  	//-----------------------------------------------------
  	bool	CrouchIsDesired( void ) const;
  	virtual bool IsCrouching( void );
  	inline void	ForceCrouch( void );
  	inline void	ClearForceCrouch( void );
  
  protected:
  	virtual bool Crouch( void );
  	virtual bool Stand( void );
  	virtual void DesireCrouch( void );
  	inline void	 DesireStand( void );
  	bool		 CouldShootIfCrouching( CBaseEntity *pTarget );
  	virtual bool IsCrouchedActivity( Activity activity );
  
  protected:
  	// Override these in your derived NPC class
  	virtual Vector GetCrouchEyeOffset( void )		{ return Vector(0,0,40); }
  	virtual Vector GetCrouchGunOffset( void )		{ return Vector(0,0,36); }
  
  private:
  	bool	m_bCrouchDesired;
  	bool	m_bForceCrouch;
  	bool	m_bIsCrouching;
  	//-----------------------------------------------------
  
  	//-----------------------------------------------------
  	// ai_post_frame_navigation
  	//-----------------------------------------------------
  
  private:
  	bool	m_bDeferredNavigation;	// This NPCs has a navigation query that's being deferred until later in the frame
  
  public:
  	void	SetNavigationDeferred( bool bState ) { m_bDeferredNavigation = bState; }
  	bool	IsNavigationDeferred( void ) { return m_bDeferredNavigation; }
  
  	//-----------------------------------------------------
  protected:
  	static CAI_GlobalNamespace gm_SquadSlotNamespace;
  	static CAI_LocalIdSpace    gm_SquadSlotIdSpace;
  
  private:
  	// Checks to see that the nav hull is valid for the NPC
  	bool IsNavHullValid() const;
  
  	friend class CAI_SystemHook;
  	friend class CAI_SchedulesManager;
  	
  	static bool			LoadDefaultSchedules(void);
  
  	static void			InitDefaultScheduleSR(void);
  	static void			InitDefaultTaskSR(void);
  	static void			InitDefaultConditionSR(void);
  	static void			InitDefaultActivitySR(void);
  	static void			InitDefaultSquadSlotSR(void);
  	
  	static CStringRegistry*	m_pActivitySR;
  	static int			m_iNumActivities;
  
  	static CStringRegistry*	m_pEventSR;
  	static int			m_iNumEvents;
  	
  	static CAI_GlobalScheduleNamespace	gm_SchedulingSymbols;
  	static CAI_ClassScheduleIdSpace		gm_ClassScheduleIdSpace;
  
  public:
  	//----------------------------------------------------
  	// Debugging tools
  	//
  	
  	// -----------------------------
  	//  Debuging Fields and Methods
  	// -----------------------------
  	const char*			m_failText;					// Text of why it failed
  	const char*			m_interruptText;			// Text of why schedule interrupted
  	CAI_Schedule*		m_failedSchedule;			// The schedule that failed last
  	CAI_Schedule*		m_interuptSchedule;			// The schedule that was interrupted last
  	int					m_nDebugCurIndex;			// Index used for stepping through AI
  	virtual void		ReportAIState( void );
  	virtual void		ReportOverThinkLimit( float time );
  	void 				DumpTaskTimings();
  	void				DrawDebugGeometryOverlays(void);
  	virtual int			DrawDebugTextOverlays(void);
  	void				ToggleFreeze(void);
  
  	static void			ClearAllSchedules(void);
  
  	static int			m_nDebugBits;
  
  	static CAI_BaseNPC*	m_pDebugNPC;
  	static int			m_nDebugPauseIndex;		// Current step
  	static inline void	SetDebugNPC( CAI_BaseNPC *pNPC )  { m_pDebugNPC = pNPC; }
  	static inline bool	IsDebugNPC( CAI_BaseNPC *pNPC ) { return( pNPC == m_pDebugNPC ); }
  
  	float				m_LastShootAccuracy;
  	int 				m_TotalShots;
  	int					m_TotalHits;
  #ifdef _DEBUG
  	bool				m_bSelected;
  #endif
  
  	float				m_flSoundWaitTime;	// Time when I'm allowed to make another sound
  	int					m_nSoundPriority;
  	float				m_flIgnoreDangerSoundsUntil;
  
  #ifdef AI_MONITOR_FOR_OSCILLATION
  	CUtlVector<AIScheduleChoice_t>	m_ScheduleHistory;
  #endif//AI_MONITOR_FOR_OSCILLATION
  
  private:
  
  	// Break into pieces!
  	void				Break( CBaseEntity *pBreaker );
  	void				InputBreak( inputdata_t &inputdata );
  
  	friend void 		CC_NPC_Go();
  	friend void 		CC_NPC_GoRandom();
  	friend void 		CC_NPC_Freeze( const CCommand &args );
  
  public:
  
  	CNetworkVar( bool,  m_bPerformAvoidance );
  	CNetworkVar( bool,	m_bIsMoving );
  	CNetworkVar( bool,  m_bFadeCorpse );
  	CNetworkVar( bool,  m_bImportanRagdoll );
  
  	CNetworkVar( bool,  m_bSpeedModActive );
  	CNetworkVar( int,   m_iSpeedModRadius );
  	CNetworkVar( int,   m_iSpeedModSpeed );
  	CNetworkVar( float, m_flTimePingEffect );			// Display the pinged effect until this time
  
  	void				InputActivateSpeedModifier( inputdata_t &inputdata ) { m_bSpeedModActive = true; }
  	void				InputDisableSpeedModifier( inputdata_t &inputdata ) { m_bSpeedModActive = false; }
  	void				InputSetSpeedModifierRadius( inputdata_t &inputdata );
  	void				InputSetSpeedModifierSpeed( inputdata_t &inputdata );
  
  	virtual bool		ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity );
  
  	bool				m_bPlayerAvoidState;
  	void				GetPlayerAvoidBounds( Vector *pMins, Vector *pMaxs );
  
  	void				StartPingEffect( void ) { m_flTimePingEffect = gpGlobals->curtime + 2.0f; DispatchUpdateTransmitState(); }
  };
  
  
  //-----------------------------------------------------------------------------
  // Purpose: Returns whether our ideal activity has started. If not, we are in
  //			a transition sequence.
  //-----------------------------------------------------------------------------
  inline bool CAI_BaseNPC::IsActivityStarted(void)
  {
  	return (GetSequence() == m_nIdealSequence);
  }
  
  //-----------------------------------------------------------------------------
  // Bullet firing (legacy)...
  //-----------------------------------------------------------------------------
  inline void CAI_BaseNPC::FireBullets( int cShots, const Vector &vecSrc, 
  	const Vector &vecDirShooting, const Vector &vecSpread, float flDistance, 
  	int iAmmoType, int iTracerFreq, int firingEntID, int attachmentID,
  	int iDamage, CBaseEntity *pAttacker, bool bFirstShotAccurate )
  {
  	FireBulletsInfo_t info;
  	info.m_iShots = cShots;
  	info.m_vecSrc = vecSrc;
  	info.m_vecDirShooting = vecDirShooting;
  	info.m_vecSpread = vecSpread;
  	info.m_flDistance = flDistance;
  	info.m_iAmmoType = iAmmoType;
  	info.m_iTracerFreq = iTracerFreq;
  	info.m_flDamage = iDamage;
  	info.m_pAttacker = pAttacker;
  	info.m_nFlags = bFirstShotAccurate ? FIRE_BULLETS_FIRST_SHOT_ACCURATE : 0;
  
  	FireBullets( info );
  }
  
  
  //-----------------------------------------------------------------------------
  // Purpose: Sets the ideal state of this NPC.
  //-----------------------------------------------------------------------------
  inline void	CAI_BaseNPC::SetIdealState( NPC_STATE eIdealState )
  {
  	if (eIdealState != m_IdealNPCState)
  	{
  		/*switch (eIdealState)
  		{
  			case NPC_STATE_NONE:
  				Msg("%s.SetIdealState: NPC_STATE_NONE\n", GetDebugName());
  				break;
  
  			case NPC_STATE_IDLE:
  				Msg("%s.SetIdealState: NPC_STATE_IDLE\n", GetDebugName());
  				break;
  
  			case NPC_STATE_ALERT:
  				Msg("%s.SetIdealState: NPC_STATE_ALERT\n", GetDebugName());
  				break;
  
  			case NPC_STATE_COMBAT:
  				Msg("%s.SetIdealState: NPC_STATE_COMBAT\n", GetDebugName());
  				break;
  
  			case NPC_STATE_SCRIPT:
  				Msg("%s.SetIdealState: NPC_STATE_SCRIPT\n", GetDebugName());
  				break;
  
  			case NPC_STATE_PLAYDEAD:
  				Msg("%s.SetIdealState: NPC_STATE_PLAYDEAD\n", GetDebugName());
  				break;
  				
  			case NPC_STATE_PRONE:
  				Msg("%s.SetIdealState: NPC_STATE_PRONE\n", GetDebugName());
  				break;
  
  			case NPC_STATE_DEAD:
  				Msg("%s.SetIdealState: NPC_STATE_DEAD\n", GetDebugName());
  				break;
  
  			default:
  				Msg("%s.SetIdealState: <Unknown>\n", GetDebugName());
  				break;
  		}*/
  
  		m_IdealNPCState = eIdealState;
  	}
  }
  
  
  //-----------------------------------------------------------------------------
  // Purpose: Returns the current ideal state the NPC will try to achieve.
  //-----------------------------------------------------------------------------
  inline NPC_STATE CAI_BaseNPC::GetIdealState()
  {
  	return m_IdealNPCState;
  }
  
  
  //-----------------------------------------------------------------------------
  //-----------------------------------------------------------------------------
  inline int CAI_BaseNPC::IncScheduleCurTaskIndex()
  {
  	m_ScheduleState.iTaskInterrupt = 0;
  	m_ScheduleState.bTaskRanAutomovement = false;
  	m_ScheduleState.bTaskUpdatedYaw = false;
  	return ++m_ScheduleState.iCurTask;
  }
  
  
  //-----------------------------------------------------------------------------
  //-----------------------------------------------------------------------------
  inline void CAI_BaseNPC::ResetScheduleCurTaskIndex()
  {
  	m_ScheduleState.iCurTask = 0;
  	m_ScheduleState.iTaskInterrupt = 0;
  	m_ScheduleState.bTaskRanAutomovement = false;
  	m_ScheduleState.bTaskUpdatedYaw = false;
  }
  
  //-----------------------------------------------------------------------------
  //-----------------------------------------------------------------------------
  inline bool CAI_BaseNPC::CrouchIsDesired( void ) const
  {
  	return ( (CapabilitiesGet() & bits_CAP_DUCK) && (m_bCrouchDesired | m_bForceCrouch) );
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: 
  //-----------------------------------------------------------------------------
  inline void CAI_BaseNPC::DesireStand( void )			
  { 
  	m_bCrouchDesired = false; 
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: 
  //-----------------------------------------------------------------------------
  inline void	CAI_BaseNPC::ForceCrouch( void )
  {
  	m_bForceCrouch = true;
  	Crouch();
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: 
  //-----------------------------------------------------------------------------
  inline void	CAI_BaseNPC::ClearForceCrouch( void )
  {
  	m_bForceCrouch = false;
  
  	if ( IsCrouching() )
  	{
  		Stand();
  	}
  }
  
  inline bool	CAI_BaseNPC::HaveSequenceForActivity( Activity activity )				
  {
  #if STUDIO_SEQUENCE_ACTIVITY_LOOKUPS_ARE_SLOW
  	return ( (GetModelPtr()) ? (SelectWeightedSequence( activity ) != ACTIVITY_NOT_AVAILABLE) : false ); 
  #else
  	return ( (GetModelPtr()) ? GetModelPtr()->HaveSequenceForActivity(activity) : false ); 
  #endif
  }
  
  typedef CHandle<CAI_BaseNPC> AIHANDLE;
  
  
  // ============================================================================
  //	Macros for introducing new schedules in sub-classes
  //
  // Strings registries and schedules use unique ID's for each item, but 
  // sub-class enumerations are non-unique, so we translate between the 
  // enumerations and unique ID's
  // ============================================================================
  
  #define AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( derivedClass ) \
  	IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass ) \
  	void derivedClass::InitCustomSchedules( void ) \
  	{ \
  		typedef derivedClass CNpc; \
  		const char *pszClassName = #derivedClass; \
  		\
  		CUtlVector<const char *> schedulesToLoad; \
  		CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \
  		CAI_NamespaceInfos scheduleIds; \
  		CAI_NamespaceInfos taskIds; \
  		CAI_NamespaceInfos conditionIds;
  		
  
  //-----------------
  
  #define AI_BEGIN_CUSTOM_NPC( className, derivedClass ) \
  	IMPLEMENT_CUSTOM_AI(className, derivedClass ) \
  	void derivedClass::InitCustomSchedules( void ) \
  	{ \
  		typedef derivedClass CNpc; \
  		const char *pszClassName = #derivedClass; \
  		\
  		CUtlVector<const char *> schedulesToLoad; \
  		CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \
  		CAI_NamespaceInfos scheduleIds; \
  		CAI_NamespaceInfos taskIds; \
  		CAI_NamespaceInfos conditionIds; \
  		CAI_NamespaceInfos squadSlotIds;
  		
  //-----------------
  
  #define EXTERN_SCHEDULE( id ) \
  	scheduleIds.PushBack( #id, id ); \
  	extern const char * g_psz##id; \
  	schedulesToLoad.AddToTail( g_psz##id );
  
  //-----------------
  
  #define DEFINE_SCHEDULE( id, text ) \
  	scheduleIds.PushBack( #id, id ); \
  	const char * g_psz##id = \
  		"\n	Schedule" \
  		"\n		" #id \
  		text \
  		"\n"; \
  	schedulesToLoad.AddToTail( g_psz##id );
  	
  //-----------------
  
  #define DECLARE_CONDITION( id ) \
  	conditionIds.PushBack( #id, id );
  
  //-----------------
  
  #define DECLARE_TASK( id ) \
  	taskIds.PushBack( #id, id );
  
  //-----------------
  
  #define DECLARE_ACTIVITY( id ) \
  	ADD_CUSTOM_ACTIVITY( CNpc, id );
  
  //-----------------
  
  #define DECLARE_SQUADSLOT( id ) \
  	squadSlotIds.PushBack( #id, id );
  
  //-----------------
  
  #define DECLARE_INTERACTION( interaction ) \
  	ADD_CUSTOM_INTERACTION( interaction );
  
  //-----------------
  
  #define DECLARE_ANIMEVENT( id ) \
  	ADD_CUSTOM_ANIMEVENT( CNpc, id );
  
  //-----------------
  
  #define DECLARE_USES_SCHEDULE_PROVIDER( classname )	reqiredOthers.AddToTail( ScheduleLoadHelper(classname) );
  
  //-----------------
  
  // IDs are stored and then added in order due to constraints in the namespace implementation
  #define AI_END_CUSTOM_SCHEDULE_PROVIDER() \
  		\
  		int i; \
  		\
  		CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \
  		\
  		scheduleIds.Sort(); \
  		taskIds.Sort(); \
  		conditionIds.Sort(); \
  		\
  		for ( i = 0; i < scheduleIds.Count(); i++ ) \
  		{ \
  			ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId );  \
  		} \
  		\
  		for ( i = 0; i < taskIds.Count(); i++ ) \
  		{ \
  			ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId );  \
  		} \
  		\
  		for ( i = 0; i < conditionIds.Count(); i++ ) \
  		{ \
  			if ( ValidateConditionLimits( conditionIds[i].pszName ) ) \
  			{ \
  				ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId );  \
  			} \
  		} \
  		\
  		for ( i = 0; i < reqiredOthers.Count(); i++ ) \
  		{ \
  			(*reqiredOthers[i])();  \
  		} \
  		\
  		for ( i = 0; i < schedulesToLoad.Count(); i++ ) \
  		{ \
  			if ( CNpc::gm_SchedLoadStatus.fValid ) \
  			{ \
  				CNpc::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect() ); \
  			} \
  			else \
  				break; \
  		} \
  	}
  
  inline bool ValidateConditionLimits( const char *pszNewCondition )
  {
  	int nGlobalConditions = CAI_BaseNPC::GetSchedulingSymbols()->NumConditions();
  	if ( nGlobalConditions >= MAX_CONDITIONS )
  	{ 
  		AssertMsg2( 0, "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition ); 
  		DevWarning( "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition ); 
  		return false;
  	}
  	return true;
  }
  
  
  //-------------------------------------
  
  // IDs are stored and then added in order due to constraints in the namespace implementation
  #define AI_END_CUSTOM_NPC() \
  		\
  		int i; \
  		\
  		CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \
  		CNpc::gm_SquadSlotIdSpace.Init( &BaseClass::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace); \
  		\
  		scheduleIds.Sort(); \
  		taskIds.Sort(); \
  		conditionIds.Sort(); \
  		squadSlotIds.Sort(); \
  		\
  		for ( i = 0; i < scheduleIds.Count(); i++ ) \
  		{ \
  			ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId );  \
  		} \
  		\
  		for ( i = 0; i < taskIds.Count(); i++ ) \
  		{ \
  			ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId );  \
  		} \
  		\
  		for ( i = 0; i < conditionIds.Count(); i++ ) \
  		{ \
  			if ( ValidateConditionLimits( conditionIds[i].pszName ) ) \
  			{ \
  				ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId );  \
  			} \
  		} \
  		\
  		for ( i = 0; i < squadSlotIds.Count(); i++ ) \
  		{ \
  			ADD_CUSTOM_SQUADSLOT_NAMED( CNpc, squadSlotIds[i].pszName, squadSlotIds[i].localId );  \
  		} \
  		\
  		for ( i = 0; i < reqiredOthers.Count(); i++ ) \
  		{ \
  			(*reqiredOthers[i])();  \
  		} \
  		\
  		for ( i = 0; i < schedulesToLoad.Count(); i++ ) \
  		{ \
  			if ( CNpc::gm_SchedLoadStatus.fValid ) \
  			{ \
  				CNpc::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect() ); \
  			} \
  			else \
  				break; \
  		} \
  	}
  
  //-------------------------------------
  
  struct AI_NamespaceAddInfo_t
  {
  	AI_NamespaceAddInfo_t( const char *pszName, int localId )
  	 :	pszName( pszName ),
  		localId( localId )
  	{
  	}
  	
  	const char *pszName;
  	int			localId;
  };
  
  class CAI_NamespaceInfos : public CUtlVector<AI_NamespaceAddInfo_t>
  {
  public:
  	void PushBack(  const char *pszName, int localId )
  	{
  		AddToTail( AI_NamespaceAddInfo_t( pszName, localId ) );
  	}
  
  	void Sort()
  	{
  		CUtlVector<AI_NamespaceAddInfo_t>::Sort( Compare );
  	}
  	
  private:
  	static int __cdecl Compare(const AI_NamespaceAddInfo_t *pLeft, const AI_NamespaceAddInfo_t *pRight )
  	{
  		return pLeft->localId - pRight->localId;
  	}
  	
  };
  
  //-------------------------------------
  
  // Declares the static variables that hold the string registry offset for the new subclass
  // as well as the initialization in schedule load functions
  
  struct AI_SchedLoadStatus_t
  {
  	bool fValid;
  	int  signature;
  };
  
  // Load schedules pulled out to support stepping through with debugger
  inline bool AI_DoLoadSchedules( bool (*pfnBaseLoad)(), void (*pfnInitCustomSchedules)(),
  								AI_SchedLoadStatus_t *pLoadStatus )
  {
  	(*pfnBaseLoad)();
  	
  	if (pLoadStatus->signature != g_AI_SchedulesManager.GetScheduleLoadSignature())
  	{
  		(*pfnInitCustomSchedules)();
  		pLoadStatus->fValid	   = true;
  		pLoadStatus->signature = g_AI_SchedulesManager.GetScheduleLoadSignature();
  	}
  	return pLoadStatus->fValid;
  }
  
  //-------------------------------------
  
  typedef bool (*AIScheduleLoadFunc_t)();
  
  // @Note (toml 02-16-03): The following class exists to allow us to establish an anonymous friendship
  // in DEFINE_CUSTOM_SCHEDULE_PROVIDER. The particulars of this implementation is almost entirely
  // defined by bugs in MSVC 6.0
  class ScheduleLoadHelperImpl
  {
  public:
  	template <typename T> 
  	static AIScheduleLoadFunc_t AccessScheduleLoadFunc(T *)
  	{
  		return (&T::LoadSchedules);
  	}
  };
  
  #define ScheduleLoadHelper( type ) (ScheduleLoadHelperImpl::AccessScheduleLoadFunc((type *)0))
  
  //-------------------------------------
  
  #define DEFINE_CUSTOM_SCHEDULE_PROVIDER\
  	static AI_SchedLoadStatus_t 		gm_SchedLoadStatus; \
  	static CAI_ClassScheduleIdSpace 	gm_ClassScheduleIdSpace; \
  	static const char *					gm_pszErrorClassName;\
  	\
  	static CAI_ClassScheduleIdSpace &	AccessClassScheduleIdSpaceDirect() 	{ return gm_ClassScheduleIdSpace; } \
  	virtual CAI_ClassScheduleIdSpace *	GetClassScheduleIdSpace()			{ return &gm_ClassScheduleIdSpace; } \
  	virtual const char *				GetSchedulingErrorName()			{ return gm_pszErrorClassName; } \
  	\
  	static void							InitCustomSchedules(void);\
  	\
  	static bool							LoadSchedules(void);\
  	virtual bool						LoadedSchedules(void); \
  	\
  	friend class ScheduleLoadHelperImpl;	\
  	\
  	class CScheduleLoader \
  	{ \
  	public: \
  		CScheduleLoader(); \
  	} m_ScheduleLoader; \
  	\
  	friend class CScheduleLoader;
  
  //-------------------------------------
  
  #define DEFINE_CUSTOM_AI\
  	DEFINE_CUSTOM_SCHEDULE_PROVIDER \
  	\
  	static CAI_LocalIdSpace gm_SquadSlotIdSpace; \
  	\
  	const char*				SquadSlotName	(int squadSlotID);
  
  //-------------------------------------
  
  #define IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass)\
  	AI_SchedLoadStatus_t		derivedClass::gm_SchedLoadStatus = { true, -1 }; \
  	CAI_ClassScheduleIdSpace 	derivedClass::gm_ClassScheduleIdSpace; \
  	const char *				derivedClass::gm_pszErrorClassName = #derivedClass; \
  	\
  	derivedClass::CScheduleLoader::CScheduleLoader()\
  	{ \
  		derivedClass::LoadSchedules(); \
  	} \
  	\
  	/* --------------------------------------------- */ \
  	/* Load schedules for this type of NPC           */ \
  	/* --------------------------------------------- */ \
  	bool derivedClass::LoadSchedules(void)\
  	{\
  		return AI_DoLoadSchedules( derivedClass::BaseClass::LoadSchedules, \
  								   derivedClass::InitCustomSchedules, \
  								   &derivedClass::gm_SchedLoadStatus ); \
  	}\
  	\
  	bool derivedClass::LoadedSchedules(void) \
  	{ \
  		return derivedClass::gm_SchedLoadStatus.fValid;\
  	} 
  
  
  //-------------------------------------
  
  // Initialize offsets and implement methods for loading and getting squad info for the subclass
  #define IMPLEMENT_CUSTOM_AI(className, derivedClass)\
  	IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass)\
  	\
  	CAI_LocalIdSpace 	derivedClass::gm_SquadSlotIdSpace; \
  	\
  	/* -------------------------------------------------- */ \
  	/* Given squadSlot enumeration return squadSlot name */ \
  	/* -------------------------------------------------- */ \
  	const char* derivedClass::SquadSlotName(int slotEN)\
  	{\
  		return gm_SquadSlotNamespace.IdToSymbol( derivedClass::gm_SquadSlotIdSpace.LocalToGlobal(slotEN) );\
  	}
  
  
  //-------------------------------------
  
  #define ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,schedName,schedEN)\
  	if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddSchedule( schedName, schedEN, derivedClass::gm_pszErrorClassName ) ) return;
  
  #define ADD_CUSTOM_SCHEDULE(derivedClass,schedEN) ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,#schedEN,schedEN)
  
  #define ADD_CUSTOM_TASK_NAMED(derivedClass,taskName,taskEN)\
  	if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddTask( taskName, taskEN, derivedClass::gm_pszErrorClassName ) ) return;
  
  #define ADD_CUSTOM_TASK(derivedClass,taskEN) ADD_CUSTOM_TASK_NAMED(derivedClass,#taskEN,taskEN)
  
  #define ADD_CUSTOM_CONDITION_NAMED(derivedClass,condName,condEN)\
  	if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddCondition( condName, condEN, derivedClass::gm_pszErrorClassName ) ) return;
  
  #define ADD_CUSTOM_CONDITION(derivedClass,condEN) ADD_CUSTOM_CONDITION_NAMED(derivedClass,#condEN,condEN)
  
  //-------------------------------------
  
  #define INIT_CUSTOM_AI(derivedClass)\
  	derivedClass::AccessClassScheduleIdSpaceDirect().Init( #derivedClass, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \
  	derivedClass::gm_SquadSlotIdSpace.Init( &CAI_BaseNPC::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace);
  
  #define	ADD_CUSTOM_INTERACTION( interaction )	{ interaction = CBaseCombatCharacter::GetInteractionID(); }
  
  #define ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,squadSlotName,squadSlotEN)\
  	if ( !derivedClass::gm_SquadSlotIdSpace.AddSymbol( squadSlotName, squadSlotEN, "squadslot", derivedClass::gm_pszErrorClassName ) ) return;
  
  #define ADD_CUSTOM_SQUADSLOT(derivedClass,squadSlotEN) ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,#squadSlotEN,squadSlotEN)
  
  #define ADD_CUSTOM_ACTIVITY_NAMED(derivedClass,activityName,activityEnum)\
  	REGISTER_PRIVATE_ACTIVITY(activityEnum);\
  	CAI_BaseNPC::AddActivityToSR(activityName,activityEnum);
  
  #define ADD_CUSTOM_ACTIVITY(derivedClass,activityEnum) ADD_CUSTOM_ACTIVITY_NAMED(derivedClass,#activityEnum,activityEnum)
  
  
  #define ADD_CUSTOM_ANIMEVENT_NAMED(derivedClass,eventName,eventEnum)\
  	REGISTER_PRIVATE_ANIMEVENT(eventEnum);\
  	CAI_BaseNPC::AddEventToSR(eventName,eventEnum);
  
  #define ADD_CUSTOM_ANIMEVENT(derivedClass,eventEnum) ADD_CUSTOM_ANIMEVENT_NAMED(derivedClass,#eventEnum,eventEnum)
  
  
  //=============================================================================
  // class CAI_Component
  //=============================================================================
  
  inline const Vector &CAI_Component::GetLocalOrigin() const
  {
  	return GetOuter()->GetLocalOrigin();
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::SetLocalOrigin(const Vector &origin)
  {
  	GetOuter()->SetLocalOrigin(origin);
  }
  
  //-----------------------------------------------------------------------------
  
  inline const Vector &CAI_Component::GetAbsOrigin() const
  {
  	return GetOuter()->GetAbsOrigin();
  }
  
  //-----------------------------------------------------------------------------
  
  inline const QAngle &CAI_Component::GetAbsAngles() const
  {
  	return GetOuter()->GetAbsAngles();
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::SetSolid( SolidType_t val )
  {
  	GetOuter()->SetSolid(val);
  }
  
  //-----------------------------------------------------------------------------
  
  inline SolidType_t CAI_Component::GetSolid() const
  {
  	return GetOuter()->GetSolid();
  }
  
  //-----------------------------------------------------------------------------
  
  inline const Vector &CAI_Component::WorldAlignMins() const
  {
  	return GetOuter()->WorldAlignMins();
  }
  
  //-----------------------------------------------------------------------------
  
  inline const Vector &CAI_Component::WorldAlignMaxs() const
  {
  	return GetOuter()->WorldAlignMaxs();
  }
  	
  //-----------------------------------------------------------------------------
  
  inline Hull_t CAI_Component::GetHullType() const
  {
  	return GetOuter()->GetHullType();
  }
  
  //-----------------------------------------------------------------------------
  
  inline Vector CAI_Component::WorldSpaceCenter() const
  {
  	return GetOuter()->WorldSpaceCenter();
  }
  
  //-----------------------------------------------------------------------------
  
  inline float CAI_Component::GetGravity() const
  {
  	return GetOuter()->GetGravity();
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::SetGravity( float flGravity )
  {
  	GetOuter()->SetGravity( flGravity );
  }
  
  //-----------------------------------------------------------------------------
  
  inline float CAI_Component::GetHullWidth() const
  {
  	return NAI_Hull::Width(GetOuter()->GetHullType());
  }
  
  //-----------------------------------------------------------------------------
  
  inline float CAI_Component::GetHullHeight() const
  {
  	return NAI_Hull::Height(GetOuter()->GetHullType());
  }
  
  //-----------------------------------------------------------------------------
  
  inline const Vector &CAI_Component::GetHullMins() const
  {
  	return NAI_Hull::Mins(GetOuter()->GetHullType());
  }
  
  //-----------------------------------------------------------------------------
  
  inline const Vector &CAI_Component::GetHullMaxs() const
  {
  	return NAI_Hull::Maxs(GetOuter()->GetHullType());
  }
  
  //-----------------------------------------------------------------------------
  
  inline int CAI_Component::GetCollisionGroup() const
  {
  	return GetOuter()->GetCollisionGroup();
  }
  
  //-----------------------------------------------------------------------------
  
  inline CBaseEntity *CAI_Component::GetEnemy()
  {
  	return GetOuter()->GetEnemy();
  }
  
  //-----------------------------------------------------------------------------
  
  inline const Vector &CAI_Component::GetEnemyLKP() const
  {
  	return GetOuter()->GetEnemyLKP();
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
  {
  	GetOuter()->TranslateNavGoal( pEnemy, chasePosition );
  }
  
  //-----------------------------------------------------------------------------
  
  inline CBaseEntity *CAI_Component::GetTarget()
  {
  	return GetOuter()->GetTarget();
  }
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::SetTarget( CBaseEntity *pTarget )
  {
  	GetOuter()->SetTarget( pTarget );
  }
  
  //-----------------------------------------------------------------------------
  
  inline const Task_t *CAI_Component::GetCurTask()
  {
  	return GetOuter()->GetTask();
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::TaskFail( AI_TaskFailureCode_t code )
  {
  	GetOuter()->TaskFail( code );
  }
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::TaskFail( const char *pszGeneralFailText )
  {
  	GetOuter()->TaskFail( pszGeneralFailText );
  }
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::TaskComplete( bool fIgnoreSetFailedCondition )
  {
  	GetOuter()->TaskComplete( fIgnoreSetFailedCondition );
  }
  //-----------------------------------------------------------------------------
  
  inline int CAI_Component::TaskIsRunning()
  {
  	return GetOuter()->TaskIsRunning();
  }
  //-----------------------------------------------------------------------------
  
  inline int CAI_Component::TaskIsComplete()
  {
  	return GetOuter()->TaskIsComplete();
  }
  
  //-----------------------------------------------------------------------------
  
  inline Activity CAI_Component::GetActivity()
  {
  	return GetOuter()->GetActivity();
  }
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::SetActivity( Activity NewActivity )
  {
  	GetOuter()->SetActivity( NewActivity );
  }
  //-----------------------------------------------------------------------------
  
  inline float CAI_Component::GetIdealSpeed() const
  {
  	return GetOuter()->GetIdealSpeed();
  }
  
  //-----------------------------------------------------------------------------
  
  inline float CAI_Component::GetIdealAccel() const
  {
  	return GetOuter()->GetIdealAccel();
  }
  
  //-----------------------------------------------------------------------------
  
  inline int CAI_Component::GetSequence()
  {
  	return GetOuter()->GetSequence();
  }
  
  //-----------------------------------------------------------------------------
  
  inline int CAI_Component::GetEntFlags() const
  {
  	return GetOuter()->GetFlags();
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::AddEntFlag( int flags )
  {
  	GetOuter()->AddFlag( flags );
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::RemoveEntFlag( int flagsToRemove )
  {
  	GetOuter()->RemoveFlag( flagsToRemove );
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: Change the ground entity for the outer
  // Input  : *ground - 
  // Output : inline void	
  //-----------------------------------------------------------------------------
  inline void	 CAI_Component::SetGroundEntity( CBaseEntity *ground )
  {
  	GetOuter()->SetGroundEntity( ground );
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::ToggleEntFlag( int flagToToggle )
  {
  	GetOuter()->ToggleFlag( flagToToggle );
  }
  
  //-----------------------------------------------------------------------------
  
  inline CBaseEntity* CAI_Component::GetGoalEnt()
  {
  	return GetOuter()->GetGoalEnt();
  }
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::SetGoalEnt( CBaseEntity *pGoalEnt )
  {
  	GetOuter()->SetGoalEnt( pGoalEnt );
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::Remember( int iMemory )
  {
  	GetOuter()->Remember( iMemory );
  }
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::Forget( int iMemory )
  {
  	GetOuter()->Forget( iMemory );
  }
  //-----------------------------------------------------------------------------
  
  inline bool CAI_Component::HasMemory( int iMemory )
  {
  	return GetOuter()->HasMemory( iMemory );
  }
  
  //-----------------------------------------------------------------------------
  
  inline CAI_Enemies *CAI_Component::GetEnemies()
  {
  	return GetOuter()->GetEnemies();
  }
  
  //-----------------------------------------------------------------------------
  
  inline const char *CAI_Component::GetEntClassname()
  {
  	return GetOuter()->GetClassname();
  }
  
  //-----------------------------------------------------------------------------
  
  inline int CAI_Component::CapabilitiesGet()
  {
  	return GetOuter()->CapabilitiesGet();
  }
  
  //-----------------------------------------------------------------------------
  
  inline void CAI_Component::SetLocalAngles( const QAngle& angles )
  {
  	GetOuter()->SetLocalAngles( angles );
  }
  
  //-----------------------------------------------------------------------------
  
  inline const QAngle &CAI_Component::GetLocalAngles( void ) const
  {
  	return GetOuter()->GetLocalAngles();
  }
  
  //-----------------------------------------------------------------------------
  
  inline edict_t *CAI_Component::GetEdict()
  {
  	return GetOuter()->NetworkProp()->edict();
  }
  
  //-----------------------------------------------------------------------------
  
  inline float CAI_Component::GetLastThink( const char *szContext )
  {
  	return GetOuter()->GetLastThink( szContext );
  }
  
  // ============================================================================
  abstract_class INPCInteractive
  {
  public:
  	virtual bool	CanInteractWith( CAI_BaseNPC *pUser ) = 0;
  	virtual	bool	HasBeenInteractedWith()	= 0;
  	virtual void	NotifyInteraction( CAI_BaseNPC *pUser ) = 0;
  
  	// Alyx specific interactions
  	virtual void	AlyxStartedInteraction( void ) = 0;
  	virtual void	AlyxFinishedInteraction( void ) = 0;
  };
  
  // Base Class for any NPC that wants to be interactable by other NPCS (i.e. Alyx Hackable)
  // NOTE: YOU MUST DEFINE THE OUTPUTS IN YOUR CLASS'S DATADESC!
  //		 THE DO SO, INSERT THE FOLLOWING MACRO INTO YOUR CLASS'S DATADESC.
  //		
  #define	DEFINE_BASENPCINTERACTABLE_DATADESC() \
  	DEFINE_OUTPUT( m_OnAlyxStartedInteraction,				"OnAlyxStartedInteraction" ),	\
  	DEFINE_OUTPUT( m_OnAlyxFinishedInteraction,				"OnAlyxFinishedInteraction" ),  \
  	DEFINE_INPUTFUNC( FIELD_VOID, "InteractivePowerDown", InputPowerdown )
  
  template <class NPC_CLASS>
  class CNPCBaseInteractive : public NPC_CLASS, public INPCInteractive
  {
  	DECLARE_CLASS( CNPCBaseInteractive, NPC_CLASS );
  public:
  	virtual bool	CanInteractWith( CAI_BaseNPC *pUser ) { return false; };
  	virtual	bool	HasBeenInteractedWith()	{ return false; };
  	virtual void	NotifyInteraction( CAI_BaseNPC *pUser ) { return; };
  
  	virtual void	InputPowerdown( inputdata_t &inputdata )
  	{
  
  	}
  
  	// Alyx specific interactions
  	virtual void	AlyxStartedInteraction( void )
  	{
  		m_OnAlyxStartedInteraction.FireOutput( this, this );
  	}
  	virtual void	AlyxFinishedInteraction( void )
  	{
  		m_OnAlyxFinishedInteraction.FireOutput( this, this );
  	}
  
  public:
  	// Outputs
  	// Alyx specific interactions
  	COutputEvent	m_OnAlyxStartedInteraction;
  	COutputEvent	m_OnAlyxFinishedInteraction;
  };
  
  //
  //	Deferred Navigation calls go here
  //
  
  extern ConVar ai_post_frame_navigation;
  
  class CPostFrameNavigationHook : public CBaseGameSystemPerFrame
  {
  public:
  	virtual const char *Name( void ) { return "CPostFrameNavigationHook"; }
  
  	virtual bool Init( void );
  	virtual void FrameUpdatePostEntityThink( void );
  	virtual void FrameUpdatePreEntityThink( void );
  
  	bool IsGameFrameRunning( void ) { return m_bGameFrameRunning; }
  	void SetGrameFrameRunning( bool bState ) { m_bGameFrameRunning = bState; }
  	
  	void EnqueueEntityNavigationQuery( CAI_BaseNPC *pNPC, CFunctor *functor );
  
  private:
  	CUtlVector<CFunctor *>	m_Functors;
  	bool					m_bGameFrameRunning;
  };
  
  extern CPostFrameNavigationHook *PostFrameNavigationSystem( void );
  
  #endif // AI_BASENPC_H
  