Monster_Aggressive* pAI = dynamic_cast<Monster_Aggressive*>( m_ai ); if ( pAI && pAI->currentVictim() ) return 0.0f;  if ( m_npc->attackTarget() ) return 0.0f;  return 1.0f;
return Monster_Aggr_Wander::preCondition();
	virtual float preCondition() {		Monster_Aggressive* pAI = dynamic_cast<Monster_Aggressive*>( m_ai );		if ( pAI && pAI->currentVictim() )			return 0.0f;		if ( m_npc->attackTarget() )			return 0.0f;		return 1.0f;	}