public void DoSimpleAI()
    {
        if (base.isClient)
        {
            return;
        }
        base.SetFlag(BaseEntity.Flags.Reserved5, TOD_Sky.Instance.IsNight, false, true);
        if (!this.DoAI)
        {
            return;
        }
        if (this.targetList.Count <= 0)
        {
            this.mainGunTarget = null;
            this.UpdateMovement_Patrol();
        }
        else
        {
            if (!this.targetList[0].IsValid() || !this.targetList[0].IsVisible())
            {
                this.mainGunTarget = null;
            }
            else
            {
                this.mainGunTarget = this.targetList[0].entity as BaseCombatEntity;
            }
            this.UpdateMovement_Hunt();
        }
        this.AdvancePathMovement();
        float single  = Vector3.Distance(base.transform.position, this.destination);
        float single1 = Vector3.Distance(base.transform.position, this.finalDestination);

        if (single > this.stoppingDist)
        {
            Vector3 vector3 = BradleyAPC.Direction2D(this.destination, base.transform.position);
            float   single2 = Vector3.Dot(vector3, base.transform.right);
            float   single3 = Vector3.Dot(vector3, base.transform.right);
            float   single4 = Vector3.Dot(vector3, -base.transform.right);
            if (Vector3.Dot(vector3, -base.transform.forward) <= single2)
            {
                this.turning = Mathf.Clamp(single2 * 3f, -1f, 1f);
            }
            else if (single3 < single4)
            {
                this.turning = -1f;
            }
            else
            {
                this.turning = 1f;
            }
            float single5 = 1f - Mathf.InverseLerp(0f, 0.3f, Mathf.Abs(this.turning));
            float single6 = Mathf.InverseLerp(0.1f, 0.4f, Vector3.Dot(base.transform.forward, Vector3.up));
            this.throttle = (0.1f + Mathf.InverseLerp(0f, 20f, single1) * 1f) * single5 + single6;
        }
        this.DoWeaponAiming();
        base.SendNetworkUpdate(BasePlayer.NetworkQueue.Update);
    }
    public void AdvancePathMovement()
    {
        if (!this.HasPath())
        {
            return;
        }
        if (this.AtCurrentPathNode() || this.currentPathIndex == -1)
        {
            this.currentPathIndex = this.GetLoopedIndex(this.currentPathIndex + 1);
        }
        if (this.PathComplete())
        {
            this.ClearPath();
            return;
        }
        Vector3 vector3 = this.IdealPathPosition();
        float   single  = Vector3.Distance(vector3, this.currentPath[this.currentPathIndex]);
        float   single1 = Vector3.Distance(base.transform.position, vector3);
        float   single2 = Mathf.InverseLerp(8f, 0f, single1);

        vector3 = vector3 + (BradleyAPC.Direction2D(this.currentPath[this.currentPathIndex], vector3) * Mathf.Min(single, single2 * 20f));
        this.SetDestination(vector3);
    }