/// <summary>
        /// Decoding for AI - Decoding format: TargetReceiverName, ObjectName, ObjectHealth, ObjectPosX, ObjectPosY, ObjectPosZ, ObjectRotX, ObjectRotY, ObjectRotZ, ObjectRotW, StateName, StateRange, StateTargetPosX, StateTargetPosY, StateTargetPosZ
        /// </summary>
        public object DecodeAI(byte[] bytes)
        {
            AI      customObject = new AI();
            AIState currentState = new AIState();

            using (var s = new MemoryStream(bytes))
            {
                using (var br = new BinaryReader(s))
                {
                    //CustomObject Data
                    customObject.SetPacketTarget(br.ReadString());
                    customObject.SetObjectName(br.ReadString());
                    customObject.SetHealth(br.ReadInt32());
                    customObject.SetPos(br.ReadSingle(), br.ReadSingle(), br.ReadSingle());
                    customObject.SetRot(br.ReadSingle(), br.ReadSingle(), br.ReadSingle(), br.ReadSingle());

                    //AIState Data
                    currentState.SetName(br.ReadString());
                    currentState.SetRange(br.ReadSingle());
                    currentState.SetTarget(new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle()), new Quaternion());

                    //AI Data
                    customObject.GetStateMachine().SetCurrState(currentState.GetName());

                    return(customObject);
                }
            }
        }
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        public static void SpawnAI(string name, int health, Vector3 position, List <AIState> statesToAdd)
        {
            AI enemy = new AI();

            enemy.SetObjectName(name + Instance.aiID);
            enemy.SetHealth(health);
            enemy.SetPos(position);
            enemy.AddState(statesToAdd);
            enemy.GetStateMachine().SetCurrState(statesToAdd[0].GetName());

            //Add AI to the list of managed AIs
            AddAI(enemy);
            //Increase unique ID count
            ++Instance.aiID;
            //Sleep Thread to allow Random generator to get new seed
            Thread.Sleep(10);
        }