void CTFBaseBoss::BossThink()
{
	this->SetNextThink(gpGlobals->curtime);
	
	// TODO: model stuff based on health/damage
	
	if (this->m_bEnabled) {
		this->Update();
		
		if (/* byte @ 0x9c8 */) {
			CUtlVector<CTFPlayer *> players;
			CollectPlayers(&players, TEAM_ANY, true, false);
			
			FOR_EACH_VEC(players, i) {
				this->ResolvePlayerCollision(players[i]);
			}
		}
void CTFBaseRocket::FlyThink( void )
{
    if ( gpGlobals->curtime > m_flCollideWithTeammatesTime && m_bCollideWithTeammates == false )
    {
        m_bCollideWithTeammates = true;
    }

    if ( tf2c_homing_rockets.GetBool() || ( tf2c_homing_deflected_rockets.GetBool() && m_iDeflected ) )
    {
        // Find the closest visible enemy player.
        CUtlVector<CTFPlayer *> vecPlayers;
        int count = CollectPlayers( &vecPlayers, TEAM_ANY, true );
        float flClosest = FLT_MAX;
        Vector vecClosestTarget = vec3_origin;

        for ( int i = 0; i < count; i++ )
        {
            CTFPlayer *pPlayer = vecPlayers[i];
            if ( pPlayer == GetOwnerEntity() )
                continue;

            if ( pPlayer->GetTeamNumber() == GetTeamNumber() && !TFGameRules()->IsDeathmatch() )
                continue;

            Vector vecTarget;
            QAngle angTarget;
            if ( GetWeaponID() == TF_WEAPON_COMPOUND_BOW )
            {
                int iBone = pPlayer->LookupBone( "bip_head" );
                pPlayer->GetBonePosition( iBone, vecTarget, angTarget );;
            }
            else
            {
                vecTarget = pPlayer->EyePosition();
            }

            if ( FVisible( vecTarget ) )
            {
                float flDistSqr = ( vecTarget - GetAbsOrigin() ).LengthSqr();
                if ( flDistSqr < flClosest )
                {
                    flClosest = flDistSqr;
                    vecClosestTarget = vecTarget;
                }
            }
        }

        // Head towards him.
        if ( vecClosestTarget != vec3_origin )
        {
            Vector vecTarget = vecClosestTarget;
            Vector vecDir = vecTarget - GetAbsOrigin();
            VectorNormalize( vecDir );

            float flSpeed = GetAbsVelocity().Length();
            QAngle angForward;
            VectorAngles( vecDir, angForward );
            SetAbsAngles( angForward );
            SetAbsVelocity( vecDir * flSpeed );
        }
    }

    SetNextThink( gpGlobals->curtime + 0.1f );
}