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; }