-- Renamed Files to for more universal names
- Refactored Function Inputs
PathNavigateFlying
---- REMOVED pathCooldown/maxCooldown
+ Added updatePath() to calculate IF the current PATH is making progress and IF not should update. If distance to target is SHORTENING, no additional calculation needed
+ Improved getPathToXYZ -- if Current Path was REMOVED during updatePath then find a new path
+ Improved getPathToEntityLiving-- if Current Path was REMOVED during updatePath then find a new path
+ Added tryUpdatePath as a manual/timed update if Navigation is OLD
+ Added CHECKforSTUCK function to correct if NPC gets stuck WHILE pathing (Fixes more issues) -- There is a new Timeout Variable that if the NPC gets stuck for TOO long that PATHING should be removed and reattemped. If reattempted multiple times the NPC will TIMEOUT timer will continue to increase in threshold to severely reduce lag
+ Upgraded isDirectPathBetweenPoints from 1.12 better calculation method
FlyPathFinder
+ Added getPathPriority() to getStart() for lag reduction
+ Added PATH break; if infinite loop is created during addToPath
+ Added distanceManhattan and costMalus to distanceToNext calculation to calculate better SHORTEST path to TARGET
+ Added CostMalus calculation into findPathOptions (Less Calculations Needed)
+ Added NPCPathPoint Cost Usage
NPCPath
+ getCurrentPos() -- Returns current VEC3 of Index and Path
-- Renamed from FlyPathEntity
NPCPathPoint
+ DistanceFromOrigin to keep track of distance calculated from origin
+ Added Cost to keep track of CostMalus + Manhattan Calculation
-- Renamed from FlyPathPoint
PathHeap
-- Renamed from FlyPath
-Added getPlayer() function
-Added getChunkLoadingNPCs function
-Added getCurrentPlayerCount, getMaxPlayers, and kickAllPlayers, isHardcore, getFile(path), and getServerOwner functions