};
void npc_load_model( struct npc *npc, const char *path );
-void ent_npc_preupdate( ent_npc *ent, int active );
+void ent_npc_preupdate( ent_focus_context *context );
entity_call_result ent_npc_call( world_instance *world, ent_call *call );
void npc_update( ent_npc *ent );
void npc_render( ent_npc *ent, world_instance *world, vg_camera *cam );