Convert more files to pure Objective-C
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12 changed files with 75 additions and 76 deletions
423
src/monster.m
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423
src/monster.m
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// monster.cpp: implements AI for single player monsters, currently client only
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#include "cube.h"
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#import "DynamicEntity.h"
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#import "Entity.h"
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static OFMutableArray<DynamicEntity *> *monsters;
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static int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;
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VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill));
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OFArray<DynamicEntity *> *
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getmonsters()
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{
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return monsters;
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}
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// for savegames
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void
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restoremonsterstate()
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{
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for (DynamicEntity *monster in monsters)
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if (monster.state == CS_DEAD)
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numkilled++;
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}
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#define TOTMFREQ 13
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#define NUMMONSTERTYPES 8
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struct monstertype // see docs for how these values modify behaviour
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{
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short gun, speed, health, freq, lag, rate, pain, loyalty, mscale,
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bscale;
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short painsound, diesound;
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OFConstantString *name, *mdlname;
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}
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monstertypes[NUMMONSTERTYPES] = {
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{ GUN_FIREBALL, 15, 100, 3, 0, 100, 800, 1, 10, 10, S_PAINO, S_DIE1,
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@"an ogre", @"monster/ogro" },
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{ GUN_CG, 18, 70, 2, 70, 10, 400, 2, 8, 9, S_PAINR, S_DEATHR,
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@"a rhino", @"monster/rhino" },
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{ GUN_SG, 14, 120, 1, 100, 300, 400, 4, 14, 14, S_PAINE, S_DEATHE,
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@"ratamahatta", @"monster/rat" },
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{ GUN_RIFLE, 15, 200, 1, 80, 300, 300, 4, 18, 18, S_PAINS, S_DEATHS,
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@"a slith", @"monster/slith" },
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{ GUN_RL, 13, 500, 1, 0, 100, 200, 6, 24, 24, S_PAINB, S_DEATHB,
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@"bauul", @"monster/bauul" },
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{ GUN_BITE, 22, 50, 3, 0, 100, 400, 1, 12, 15, S_PAINP, S_PIGGR2,
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@"a hellpig", @"monster/hellpig" },
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{ GUN_ICEBALL, 12, 250, 1, 0, 10, 400, 6, 18, 18, S_PAINH, S_DEATHH,
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@"a knight", @"monster/knight" },
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{ GUN_SLIMEBALL, 15, 100, 1, 0, 200, 400, 2, 13, 10, S_PAIND, S_DEATHD,
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@"a goblin", @"monster/goblin" },
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};
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DynamicEntity *
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basicmonster(int type, int yaw, int state, int trigger, int move)
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{
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if (type >= NUMMONSTERTYPES) {
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conoutf(@"warning: unknown monster in spawn: %d", type);
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type = 0;
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}
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DynamicEntity *m = newdynent();
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struct monstertype *t = &monstertypes[(m.mtype = type)];
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m.eyeheight = 2.0f;
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m.aboveeye = 1.9f;
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m.radius *= t->bscale / 10.0f;
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m.eyeheight *= t->bscale / 10.0f;
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m.aboveeye *= t->bscale / 10.0f;
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m.monsterstate = state;
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if (state != M_SLEEP)
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spawnplayer(m);
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m.trigger = lastmillis + trigger;
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m.targetyaw = m.yaw = (float)yaw;
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m.move = move;
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m.enemy = player1;
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m.gunselect = t->gun;
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m.maxspeed = (float)t->speed;
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m.health = t->health;
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m.armour = 0;
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loopi(NUMGUNS) m.ammo[i] = 10000;
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m.pitch = 0;
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m.roll = 0;
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m.state = CS_ALIVE;
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m.anger = 0;
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m.name = t->name;
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if (monsters == nil)
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monsters = [[OFMutableArray alloc] init];
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[monsters addObject:m];
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return m;
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}
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void
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spawnmonster() // spawn a random monster according to freq distribution in DMSP
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{
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int n = rnd(TOTMFREQ), type;
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for (int i = 0;; i++) {
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if ((n -= monstertypes[i].freq) < 0) {
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type = i;
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break;
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}
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}
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basicmonster(type, rnd(360), M_SEARCH, 1000, 1);
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}
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// called after map start of when toggling edit mode to reset/spawn all
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// monsters to initial state
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void
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monsterclear()
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{
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[monsters removeAllObjects];
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numkilled = 0;
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monstertotal = 0;
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spawnremain = 0;
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if (m_dmsp) {
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nextmonster = mtimestart = lastmillis + 10000;
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monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0;
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} else if (m_classicsp) {
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mtimestart = lastmillis;
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for (Entity *e in ents) {
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if (e.type != MONSTER)
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continue;
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DynamicEntity *m =
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basicmonster(e.attr2, e.attr1, M_SLEEP, 100, 0);
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m.o = OFMakeVector3D(e.x, e.y, e.z);
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entinmap(m);
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monstertotal++;
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}
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}
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}
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// height-correct line of sight for monster shooting/seeing
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bool
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los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D *v)
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{
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if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by))
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return false;
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float dx = bx - lx;
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float dy = by - ly;
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int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9);
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if (!steps)
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return false;
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float x = lx;
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float y = ly;
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int i = 0;
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for (;;) {
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struct sqr *s = S(fast_f2nat(x), fast_f2nat(y));
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if (SOLID(s))
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break;
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float floor = s->floor;
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if (s->type == FHF)
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floor -= s->vdelta / 4.0f;
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float ceil = s->ceil;
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if (s->type == CHF)
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ceil += s->vdelta / 4.0f;
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float rz = lz - ((lz - bz) * (i / (float)steps));
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if (rz < floor || rz > ceil)
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break;
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v->x = x;
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v->y = y;
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v->z = rz;
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x += dx / (float)steps;
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y += dy / (float)steps;
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i++;
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}
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return i >= steps;
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}
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bool
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enemylos(DynamicEntity *m, OFVector3D *v)
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{
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*v = m.o;
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return los(
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m.o.x, m.o.y, m.o.z, m.enemy.o.x, m.enemy.o.y, m.enemy.o.z, v);
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}
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// monster AI is sequenced using transitions: they are in a particular state
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// where they execute a particular behaviour until the trigger time is hit, and
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// then they reevaluate their situation based on the current state, the
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// environment etc., and transition to the next state. Transition timeframes are
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// parametrized by difficulty level (skill), faster transitions means quicker
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// decision making means tougher AI.
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// n = at skill 0, n/2 = at skill 10, r = added random factor
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void
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transition(DynamicEntity *m, int state, int moving, int n, int r)
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{
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m.monsterstate = state;
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m.move = moving;
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n = n * 130 / 100;
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m.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
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}
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void
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normalise(DynamicEntity *m, float angle)
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{
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while (m.yaw < angle - 180.0f)
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m.yaw += 360.0f;
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while (m.yaw > angle + 180.0f)
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m.yaw -= 360.0f;
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}
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// main AI thinking routine, called every frame for every monster
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void
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monsteraction(DynamicEntity *m)
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{
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if (m.enemy.state == CS_DEAD) {
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m.enemy = player1;
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m.anger = 0;
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}
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normalise(m, m.targetyaw);
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// slowly turn monster towards his target
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if (m.targetyaw > m.yaw) {
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m.yaw += curtime * 0.5f;
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if (m.targetyaw < m.yaw)
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m.yaw = m.targetyaw;
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} else {
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m.yaw -= curtime * 0.5f;
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if (m.targetyaw > m.yaw)
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m.yaw = m.targetyaw;
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}
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vdist(disttoenemy, vectoenemy, m.o, m.enemy.o);
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m.pitch = atan2(m.enemy.o.z - m.o.z, disttoenemy) * 180 / PI;
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// special case: if we run into scenery
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if (m.blocked) {
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m.blocked = false;
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// try to jump over obstackle (rare)
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if (!rnd(20000 / monstertypes[m.mtype].speed))
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m.jumpnext = true;
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// search for a way around (common)
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else if (m.trigger < lastmillis &&
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(m.monsterstate != M_HOME || !rnd(5))) {
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// patented "random walk" AI pathfinding (tm) ;)
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m.targetyaw += 180 + rnd(180);
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transition(m, M_SEARCH, 1, 400, 1000);
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}
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}
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float enemyyaw =
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-(float)atan2(m.enemy.o.x - m.o.x, m.enemy.o.y - m.o.y) / PI * 180 +
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180;
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switch (m.monsterstate) {
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case M_PAIN:
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case M_ATTACKING:
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case M_SEARCH:
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if (m.trigger < lastmillis)
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transition(m, M_HOME, 1, 100, 200);
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break;
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case M_SLEEP: // state classic sp monster start in, wait for visual
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// contact
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{
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OFVector3D target;
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if (editmode || !enemylos(m, &target))
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return; // skip running physics
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normalise(m, enemyyaw);
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float angle = (float)fabs(enemyyaw - m.yaw);
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if (disttoenemy < 8 // the better the angle to the player, the
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// further the monster can see/hear
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|| (disttoenemy < 16 && angle < 135) ||
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(disttoenemy < 32 && angle < 90) ||
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(disttoenemy < 64 && angle < 45) || angle < 10) {
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transition(m, M_HOME, 1, 500, 200);
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OFVector3D loc = m.o;
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playsound(S_GRUNT1 + rnd(2), &loc);
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}
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break;
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}
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case M_AIMING:
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// this state is the delay between wanting to shoot and actually
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// firing
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if (m.trigger < lastmillis) {
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m.lastaction = 0;
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m.attacking = true;
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OFVector3D attacktarget = m.attacktarget;
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shoot(m, &attacktarget);
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transition(m, M_ATTACKING, 0, 600, 0);
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}
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break;
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case M_HOME:
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// monster has visual contact, heads straight for player and
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// may want to shoot at any time
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m.targetyaw = enemyyaw;
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if (m.trigger < lastmillis) {
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OFVector3D target;
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if (!enemylos(m, &target)) {
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// no visual contact anymore, let monster get
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// as close as possible then search for player
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transition(m, M_HOME, 1, 800, 500);
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} else {
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// the closer the monster is the more likely he
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// wants to shoot
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if (!rnd((int)disttoenemy / 3 + 1) &&
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m.enemy.state == CS_ALIVE) {
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// get ready to fire
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m.attacktarget = target;
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transition(m, M_AIMING, 0,
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monstertypes[m.mtype].lag, 10);
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} else
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// track player some more
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transition(m, M_HOME, 1,
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monstertypes[m.mtype].rate, 0);
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}
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}
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break;
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}
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moveplayer(m, 1, false); // use physics to move monster
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}
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void
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monsterpain(DynamicEntity *m, int damage, DynamicEntity *d)
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{
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// a monster hit us
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if (d.monsterstate) {
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// guard for RL guys shooting themselves :)
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if (m != d) {
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// don't attack straight away, first get angry
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m.anger++;
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int anger = m.mtype == d.mtype ? m.anger / 2 : m.anger;
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if (anger >= monstertypes[m.mtype].loyalty)
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// monster infight if very angry
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m.enemy = d;
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}
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} else {
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// player hit us
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m.anger = 0;
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m.enemy = d;
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}
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// in this state monster won't attack
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transition(m, M_PAIN, 0, monstertypes[m.mtype].pain, 200);
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if ((m.health -= damage) <= 0) {
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m.state = CS_DEAD;
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m.lastaction = lastmillis;
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numkilled++;
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player1.frags = numkilled;
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OFVector3D loc = m.o;
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playsound(monstertypes[m.mtype].diesound, &loc);
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int remain = monstertotal - numkilled;
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if (remain > 0 && remain <= 5)
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conoutf(@"only %d monster(s) remaining", remain);
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} else {
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OFVector3D loc = m.o;
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playsound(monstertypes[m.mtype].painsound, &loc);
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}
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}
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void
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endsp(bool allkilled)
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{
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conoutf(allkilled ? @"you have cleared the map!"
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: @"you reached the exit!");
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conoutf(@"score: %d kills in %d seconds", numkilled,
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(lastmillis - mtimestart) / 1000);
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monstertotal = 0;
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startintermission();
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}
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void
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monsterthink()
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{
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if (m_dmsp && spawnremain && lastmillis > nextmonster) {
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if (spawnremain-- == monstertotal)
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conoutf(@"The invasion has begun!");
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nextmonster = lastmillis + 1000;
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spawnmonster();
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}
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if (monstertotal && !spawnremain && numkilled == monstertotal)
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endsp(true);
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// equivalent of player entity touch, but only teleports are used
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[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
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if (e.type != TELEPORT)
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return;
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if (OUTBORD(e.x, e.y))
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return;
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OFVector3D v =
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OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor);
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for (DynamicEntity *monster in monsters) {
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if (monster.state == CS_DEAD) {
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if (lastmillis - monster.lastaction < 2000) {
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monster.move = 0;
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moveplayer(monster, 1, false);
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}
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} else {
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v.z += monster.eyeheight;
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vdist(dist, t, monster.o, v);
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v.z -= monster.eyeheight;
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if (dist < 4)
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teleport(i, monster);
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}
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}
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}];
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for (DynamicEntity *monster in monsters)
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if (monster.state == CS_ALIVE)
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monsteraction(monster);
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}
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void
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monsterrender()
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{
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for (DynamicEntity *monster in monsters)
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renderclient(monster, false,
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monstertypes[monster.mtype].mdlname, monster.mtype == 5,
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monstertypes[monster.mtype].mscale / 10.0f);
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}
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