Sweep order. Empty until the first coverage decision fills it.
Index into NpcMemory.coverageCells.
Direction the quarry was moving when last seen.
True once the NPC has reached the last-seen cell and is searching around it.
Last cell where a quarry was seen.
Id of that quarry, when the caller had one.
Cell the NPC is walking toward because the caller passed it as a lure.
Clock time when this seeker started waiting on a quarry in the same cell. Null when it is not waiting. Set only while SeekerStepArgs.pauseOnOverlapMs is positive.
Ticks left before the sighting is forgotten.
Cells already stepped on, as "x,y".
Search state for one NPC, kept by the caller and passed on every tick. Field names are readable on purpose: saved games in Hide and Seek use a different short-key object, and the adapter copies between the two.
Example
Example: Fields after one chase step