Creating a task
Custom tasks may be added to your NPC by first declaring a new enum.
enum 
{
	TASK_JUMP = LAST_SHARED_TASK,
        TASK_FIND_DODGE_DIRECTION,
 
};
After that, the task should be declared like this:
DECLARE_TASK(TASK_GOOMBA_WALK_STRAIGHT)
That line goes under AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom ).
Then you would need to add the tasks in your custom schedule in the order you wish them to execute, notice TASK_FIND_DODGE_DIRECTION has been given a value of 3, you can pass data through with your tasks and use them when the task logic is executed.
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
	DEFINE_SCHEDULE
	(
		SCHED_DODGE_ENEMY_FIRE,
		"	Tasks"
		"		TASK_FIND_DODGE_DIRECTION	3"
		"		TASK_JUMP	 		0"
		""
		"	Interrupts"
        	"               COND_LIGHT_DAMAGE"
	);
AI_END_CUSTOM_NPC()
We need to also provide some logic that will be executed for each task, we can do this by overriding the method StartTask( const Task_t *pTask ) and RunTask( const Task_t *pTask ) of CAI_BaseNPC. As mentioned you can grab the data passed through with the task in these methods by using pTask->flTaskData. An example is shown below.
void CNPC_Custom :StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
		case TASK_FIND_DODGE_DIRECTION:
		{
			if(!FindBestDodgeDirection(pTask->flTaskData))
                        {
                              TaskFail( "TASK_FIND_DODGE_DIRECTION: Unable to find suitable dodge direction\n" );
                        }
                        else
                        {
                              TaskComplete();
                        }
		}
		break;
		case TASK_JUMP:
		{
			Jump();
		}
		break;
		default:
		{
			BaseClass::StartTask( pTask );
		}
	}
}