public PathNavigate(EntityLiving par1EntityLiving, World par2World, float par3)
 {
     NoSunPathfind            = false;
     LastPosCheck             = Vec3D.CreateVectorHelper(0.0F, 0.0F, 0.0F);
     CanPassOpenWoodenDoors   = true;
     CanPassClosedWoodenDoors = false;
     AvoidsWater     = false;
     CanSwim         = false;
     TheEntity       = par1EntityLiving;
     WorldObj        = par2World;
     PathSearchRange = par3;
 }