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// clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :)
#include "cube.h"
#import "DynamicEntity.h"
// render players & monsters
// very messy ad-hoc handling of animation frames, should be made more
// configurable
// D D D D' D D D D' A A' P P' I I'
// R, R' E L J J'
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// clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :)
#include "cube.h"
#import "DynamicEntity.h"
#import "Monster.h"
// render players & monsters
// very messy ad-hoc handling of animation frames, should be made more
// configurable
// D D D D' D D D D' A A' P P' I I'
// R, R' E L J J'
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// mdl = (((int)d>>6)&1)+1;
// mz = d.o.z-d.eyeHeight+0.2f;
// scale = 1.2f;
} else if (d.state == CS_EDITING) {
n = 16;
} else if (d.state == CS_LAGGED) {
n = 17;
} else if (d.monsterState == M_ATTACKING) {
n = 8;
} else if (d.monsterState == M_PAIN) {
n = 10;
} else if ((!d.move && !d.strafe) || !d.moving) {
n = 12;
} else if (!d.onFloor && d.timeInAir > 100) {
n = 18;
} else {
n = 14;
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// mdl = (((int)d>>6)&1)+1;
// mz = d.o.z-d.eyeHeight+0.2f;
// scale = 1.2f;
} else if (d.state == CS_EDITING) {
n = 16;
} else if (d.state == CS_LAGGED) {
n = 17;
} else if ([d isKindOfClass:Monster.class] &&
((Monster *)d).monsterState == M_ATTACKING) {
n = 8;
} else if ([d isKindOfClass:Monster.class] &&
((Monster *)d).monsterState == M_PAIN) {
n = 10;
} else if ((!d.move && !d.strafe) || !d.moving) {
n = 12;
} else if (!d.onFloor && d.timeInAir > 100) {
n = 18;
} else {
n = 14;
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