void CAI_GoalEntity::InputUpdateActors( inputdata_t &inputdata )
{
	int i;
	CUtlRBTree<CAI_BaseNPC *> prevActors;
	CUtlRBTree<CAI_BaseNPC *>::IndexType_t index;

	SetDefLessFunc( prevActors );
	
	PruneActors();
	
	for ( i = 0; i < m_actors.Count(); i++ )
	{
		prevActors.Insert( m_actors[i] );
	}
	
	ResolveNames();
	
	for ( i = 0; i < m_actors.Count(); i++ )
	{
		index = prevActors.Find( m_actors[i] );
		if ( index == prevActors.InvalidIndex() )
		{
			if ( m_flags & ACTIVE )
				EnableGoal( m_actors[i] );
		}
		else
			prevActors.Remove( m_actors[i] );
	}
	
	for ( index = prevActors.FirstInorder(); index != prevActors.InvalidIndex(); index = prevActors.NextInorder( index ) )
	{
		if ( m_flags & ACTIVE )
			DisableGoal( prevActors[ index ] );
	}
}