/// <summary> /// Checks to see if this enderman should be attacking this player /// </summary> private bool ShouldAttackPlayer(EntityPlayer par1EntityPlayer) { ItemStack itemstack = par1EntityPlayer.Inventory.ArmorInventory[3]; if (itemstack != null && itemstack.ItemID == Block.Pumpkin.BlockID) { return(false); } Vec3D vec3d = par1EntityPlayer.GetLook(1.0F).Normalize(); Vec3D vec3d1 = Vec3D.CreateVector(PosX - par1EntityPlayer.PosX, (BoundingBox.MinY + (double)(Height / 2.0F)) - (par1EntityPlayer.PosY + (double)par1EntityPlayer.GetEyeHeight()), PosZ - par1EntityPlayer.PosZ); double d = vec3d1.LengthVector(); vec3d1 = vec3d1.Normalize(); double d1 = vec3d.DotProduct(vec3d1); if (d1 > 1.0D - 0.025000000000000001D / d) { return(par1EntityPlayer.CanEntityBeSeen(this)); } else { return(false); } }