3     SCR_AIUtilityComponent m_Utility;
 
   10     static const float PRIO_ENEMY_TARGET = 80;
 
   11     static const float PRIO_UNKNOWN_TARGET = 50;
 
   12     static const float PRIO_DANGER_EVENT = 20;
 
   14     protected float m_fPriority;
 
   21     void LookAt(vector pos, 
float priority, 
float duration = 0.8)
 
   24         AddDebugMessage(
string.Format(
"LookAt: pos: %1, priority: %2/%3", pos, priority, 
m_fPriority));
 
   32             m_bRestartLook = 
true;
 
   39     void LookAt(IEntity ent, 
float priority, 
float duration = 0.8)
 
   42         AddDebugMessage(
string.Format(
"LookAt: ent: %1, priority: %2/%3", ent, priority, 
m_fPriority));
 
   50             m_bRestartLook = 
true;
 
   53         ent.GetBounds(min, max);
 
   62         AddDebugMessage(
string.Format(
"Cancel"));
 
   72         AddDebugMessage(
string.Format(
"Complete"));
 
   80     protected void AddDebugMessage(
string str, LogLevel logLevel = LogLevel.NORMAL)
 
   82         SCR_AIInfoBaseComponent infoComp = m_Utility.m_AIInfo;
 
   89         bool canLook = 
m_vPosition != vector.Zero && (!m_Utility.m_CurrentBehavior || m_Utility.m_CurrentBehavior.m_bAllowLook);
 
   91         node.SetVariableOut(node.PORT_LOOK, canLook);
 
   93         node.SetVariableOut(node.PORT_CANCEL, m_bCancelLook);
 
   94         m_bCancelLook = 
false; 
 
   96         node.SetVariableOut(node.PORT_RESTART, m_bRestartLook);
 
   97         m_bRestartLook = 
false; 
 
  102             node.SetVariableOut(node.PORT_POSITION, 
m_vPosition);
 
  103             node.SetVariableOut(node.PORT_DURATION, 
m_fDuration);
 
  106         return ENodeResult.SUCCESS;