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Mob walks on angle towards me with new AI.


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So, I noticed that I keep getting a reoccuring bug whenever I used the new AI. The mob will walk towards me but it will be facing on an angle (slightly away from me) while it does it.


My entity class:


public class EntityRunner extends EntityMob {

public EntityRunner (World par1World) {
	 	this.tasks.addTask(0, new EntityAISwimming(this));
        this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, false));
        this.tasks.addTask(4, new EntityAIAttackOnCollide(this, EntityVillager.class, 1.0D, true));
        this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 1.0D));
        this.tasks.addTask(6, new EntityAIMoveThroughVillage(this, 1.0D, false));
        this.tasks.addTask(7, new EntityAIWander(this, 1.0D));
        this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));
        this.tasks.addTask(8, new EntityAILookIdle(this));
        this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityVillager.class, 0, false));
	this.setSize(1.0F, 1.0F);
	// TODO Auto-generated constructor stub

protected String getLivingSound(){
	return "darkMod:RunnerLiving";

protected String getDeathSound(){
	return "darkMod:RunnerDeath";

protected String getHurtSound(){
    return "darkMod:RunnerHurt";

protected void func_145780_a(int p_145780_1_, int p_145780_2_, int p_145780_3_, Block p_145780_4_)
        this.playSound("mob.pig.step", 0.15F, 1.0F);

protected Entity findPlayerToAttack(){
	EntityPlayer entityPlayer = this.worldObj.getClosestVulnerablePlayerToEntity(this, 32.0D);
	return entityPlayer != null && this.canEntityBeSeen(entityPlayer) ? entityPlayer : null;


public void applyEntityAttributes(){



protected boolean isAIEnabled() {
        return true;


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