/// <summary> /// Returns whether an in-progress EntityAIBase should continue executing /// </summary> public override bool ContinueExecuting() { EntityLiving entityliving = Attacker.GetAttackTarget(); if (entityliving == null) { return(false); } if (!EntityTarget.IsEntityAlive()) { return(false); } if (!Field_48264_f) { return(!Attacker.GetNavigator().NoPath()); } return(Attacker.IsWithinHomeDistance(MathHelper2.Floor_double(EntityTarget.PosX), MathHelper2.Floor_double(EntityTarget.PosY), MathHelper2.Floor_double(EntityTarget.PosZ))); }