if (ai->currentVictim()) { return 1.0f; } else {
if ( m_npc->attackTarget() )
	virtual float preCondition() {		Monster_Aggressive *ai = static_cast<Monster_Aggressive*>(m_ai);		if (ai->currentVictim()) {			return 1.0f; // Always keep a distance		} else {			return 0.0f;		}	}