Cube  Check-in [b250dfa8d4]

Overview
Comment:Convert more files to pure Objective-C
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Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: b250dfa8d49dc6cf7dd86d6c7836733467c87769e3cedaa4678b94d411b7be12
User & Date: js on 2025-03-20 21:18:29
Other Links: manifest | tags
Context
2025-03-20
21:52
Convert more files to pure Objective-C check-in: 46c5779570 user: js tags: trunk
21:18
Convert more files to pure Objective-C check-in: b250dfa8d4 user: js tags: trunk
20:59
Convert several files to pure Objective-C check-in: eac9e3d948 user: js tags: trunk
Changes

Name change from src/client.m to src/Client.m.

Name change from src/clientextras.mm to src/clientextras.m.

Renamed and modified src/clientgame.mm [6041eeb1a7] to src/clientgame.m [ca9306999a].

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// clientgame.cpp: core game related stuff

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"
#import "OFString+Cube.h"

int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);

void
static void
mode(int n)
{
	addmsg(1, 2, SV_GAMEMODE, nextmode = n);
}
COMMAND(mode, ARG_1INT)

bool intermission = false;
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void
respawnself()
{
	spawnplayer(player1);
	showscores(false);
}

void
static void
arenacount(
    DynamicEntity *d, int &alive, int &dead, OFString **lastteam, bool &oneteam)
    DynamicEntity *d, int *alive, int *dead, OFString **lastteam, bool *oneteam)
{
	if (d.state != CS_DEAD) {
		alive++;
		(*alive)++;
		if (![*lastteam isEqual:d.team])
			oneteam = false;
			*oneteam = false;
		*lastteam = d.team;
	} else
		dead++;
		(*dead)++;
}

int arenarespawnwait = 0;
int arenadetectwait = 0;

void
arenarespawn()
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		arenadetectwait = 0;
		int alive = 0, dead = 0;
		OFString *lastteam = nil;
		bool oneteam = true;
		for (id player in players)
			if (player != [OFNull null])
				arenacount(
				    player, alive, dead, &lastteam, oneteam);
		arenacount(player1, alive, dead, &lastteam, oneteam);
				    player, &alive, &dead, &lastteam, &oneteam);
		arenacount(player1, &alive, &dead, &lastteam, &oneteam);
		if (dead > 0 && (alive <= 1 || (m_teammode && oneteam))) {
			conoutf(
			    @"arena round is over! next round in 5 seconds...");
			if (alive)
				conoutf(
				    @"team %s is last man standing", lastteam);
			else
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	spawnstate(d);
	d.state = CS_ALIVE;
}

// movement input code

#define dir(name, v, d, s, os)                                    \
	void name(bool isdown)                                    \
	static void name(bool isdown)                             \
	{                                                         \
		player1.s = isdown;                               \
		player1.v = isdown ? d : (player1.os ? -(d) : 0); \
		player1.lastmove = lastmillis;                    \
	}

dir(backward, move, -1, k_down, k_up);

Renamed and modified src/clients.mm [0b1a4d40d0] to src/clients.m [6783fe61cf].

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static OFMutableArray<OFData *> *messages;

void
addmsg(int rel, int num, int type, ...)
{
	if (demoplayback)
		return;
	if (num != msgsizelookup(type)) {
	if (num != msgsizelookup(type))
		fatal([OFString
		    stringWithFormat:@"inconsistant msg size for %d (%d != %d)",
		    type, num, msgsizelookup(type)]);
		fatal(@"inconsistant msg size for %d (%d != %d)", type, num,
		    msgsizelookup(type));
	}
	if (messages.count == 100) {
		conoutf(@"command flood protection (type %d)", type);
		return;
	}

	OFMutableData *msg = [OFMutableData dataWithItemSize:sizeof(int)
	                                            capacity:num + 2];

Renamed and modified src/clients2c.mm [783cdb6446] to src/clients2c.m [e43832fc31].

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		case SV_EDITD:
		case SV_EDITE: {
			int x = getint(&p);
			int y = getint(&p);
			int xs = getint(&p);
			int ys = getint(&p);
			int v = getint(&p);
			block b = { x, y, xs, ys };
			struct block b = { x, y, xs, ys };
			switch (type) {
			case SV_EDITH:
				editheightxy(v != 0, getint(&p), &b);
				break;
			case SV_EDITT:
				edittexxy(v, getint(&p), &b);
				break;

Name change from src/console.mm to src/console.m.

Renamed and modified src/editing.mm [93fef8399d] to src/editing.m [1b9f6190f4].

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bool editmode = false;

// the current selection, used by almost all editing commands
// invariant: all code assumes that these are kept inside MINBORD distance of
// the edge of the map

block sel;
struct block sel;

OF_CONSTRUCTOR()
{
	enqueueInit(^{
		sel = (block) {
		sel = (struct block) {
			variable(@"selx", 0, 0, 4096, &sel.x, NULL, false),
			variable(@"sely", 0, 0, 4096, &sel.y, NULL, false),
			variable(@"selxs", 0, 0, 4096, &sel.xs, NULL, false),
			variable(@"selys", 0, 0, 4096, &sel.ys, NULL, false),
		};
	});
}

int selh = 0;
bool selset = false;

#define loopselxy(b)                                        \
	{                                                   \
		makeundo();                                 \
		loop(x, sel->xs) loop(y, sel->ys)           \
		{                                           \
			sqr *s = S(sel->x + x, sel->y + y); \
			struct sqr *s = S(sel->x + x, sel->y + y); \
			b;                                  \
		}                                           \
		remip(sel, 0);                              \
	}

int cx, cy, ch;

int curedittex[] = { -1, -1, -1 };

bool dragging = false;
int lastx, lasty, lasth;

int lasttype = 0, lasttex = 0;
sqr rtex;
static struct sqr rtex;

VAR(editing, 0, 0, 1);

void
toggleedit()
{
	if (player1.state == CS_DEAD)
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#define EDITMP                              \
	if (noteditmode() || multiplayer()) \
		return;

void
selectpos(int x, int y, int xs, int ys)
{
	block s = { x, y, xs, ys };
	struct block s = { x, y, xs, ys };
	sel = s;
	selh = 0;
	correctsel();
}

void
makesel()
{
	block s = { min(lastx, cx), min(lasty, cy), abs(lastx - cx) + 1,
	struct block s = { min(lastx, cx), min(lasty, cy), abs(lastx - cx) + 1,
		abs(lasty - cy) + 1 };
	sel = s;
	selh = max(lasth, ch);
	correctsel();
	if (selset)
		rtex = *S(sel.x, sel.y);
}

VAR(flrceil, 0, 0, 2);

// finds out z height when cursor points at wall
float
sheight(
sheight(struct sqr *s, struct sqr *t, float z)
    sqr *s, sqr *t, float z) // finds out z height when cursor points at wall
{
	return !flrceil // z-s->floor<s->ceil-z
	    ? (s->type == FHF ? s->floor - t->vdelta / 4.0f : (float)s->floor)
	    : (s->type == CHF ? s->ceil + t->vdelta / 4.0f : (float)s->ceil);
}

void
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	volatile float z = worldpos.z;

	cx = (int)x;
	cy = (int)y;

	if (OUTBORD(cx, cy))
		return;
	sqr *s = S(cx, cy);
	struct sqr *s = S(cx, cy);

	// selected wall
	if (fabs(sheight(s, s, z) - z) > 1) {
		x += x > player1.o.x ? 0.5f : -0.5f; // find right wall cube
		y += y > player1.o.y ? 0.5f : -0.5f;

		cx = (int)x;
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	// render editing grid

	for (int ix = cx - GRIDSIZE; ix <= cx + GRIDSIZE; ix++) {
		for (int iy = cy - GRIDSIZE; iy <= cy + GRIDSIZE; iy++) {
			if (OUTBORD(ix, iy))
				continue;
			sqr *s = S(ix, iy);
			struct sqr *s = S(ix, iy);
			if (SOLID(s))
				continue;
			float h1 = sheight(s, s, z);
			float h2 = sheight(s, SWS(s, 1, 0, ssize), z);
			float h3 = sheight(s, SWS(s, 1, 1, ssize), z);
			float h4 = sheight(s, SWS(s, 0, 1, ssize), z);
			if (s->tag)
				linestyle(GRIDW, 0xFF, 0x40, 0x40);
			else if (s->type == FHF || s->type == CHF)
				linestyle(GRIDW, 0x80, 0xFF, 0x80);
			else
				linestyle(GRIDW, 0x80, 0x80, 0x80);
			block b = { ix, iy, 1, 1 };
			struct block b = { ix, iy, 1, 1 };
			box(&b, h1, h2, h3, h4);
			linestyle(GRID8, 0x40, 0x40, 0xFF);
			if (!(ix & GRIDM))
				line(ix, iy, h1, ix, iy + 1, h4);
			if (!(ix + 1 & GRIDM))
				line(ix + 1, iy, h2, ix + 1, iy + 1, h3);
			if (!(iy & GRIDM))
				line(ix, iy, h1, ix + 1, iy, h2);
			if (!(iy + 1 & GRIDM))
				line(ix, iy + 1, h4, ix + 1, iy + 1, h3);
		}
	}

	if (!SOLID(s)) {
		float ih = sheight(s, s, z);
		linestyle(GRIDS, 0xFF, 0xFF, 0xFF);
		block b = { cx, cy, 1, 1 };
		struct block b = { cx, cy, 1, 1 };
		box(&b, ih, sheight(s, SWS(s, 1, 0, ssize), z),
		    sheight(s, SWS(s, 1, 1, ssize), z),
		    sheight(s, SWS(s, 0, 1, ssize), z));
		linestyle(GRIDS, 0xFF, 0x00, 0x00);
		dot(cx, cy, ih);
		ch = (int)ih;
	}
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VARP(undomegs, 0, 1, 10);    // bounded by n megs

void
pruneundos(int maxremain) // bound memory
{
	int t = 0;
	for (ssize_t i = (ssize_t)undos.count - 1; i >= 0; i--) {
		block *undo = *(block **)[undos itemAtIndex:i];
		struct block *undo = [undos mutableItemAtIndex:i];

		t += undo->xs * undo->ys * sizeof(sqr);
		t += undo->xs * undo->ys * sizeof(struct sqr);
		if (t > maxremain) {
			OFFreeMemory(undo);
			[undos removeItemAtIndex:i];
		}
	}
}

void
makeundo()
{
	if (undos == nil)
		undos =
		    [[OFMutableData alloc] initWithItemSize:sizeof(block *)];
		    [[OFMutableData alloc] initWithItemSize:sizeof(struct block *)];

	block *copy = blockcopy(&sel);
	struct block *copy = blockcopy(&sel);
	[undos addItem:&copy];
	pruneundos(undomegs << 20);
}

void
editundo()
{
	EDITMP;
	if (undos.count == 0) {
		conoutf(@"nothing more to undo");
		return;
	}
	block *p = *(block **)undos.lastItem;
	struct block *p = undos.mutableLastItem;
	[undos removeLastItem];
	blockpaste(p);
	OFFreeMemory(p);
}

block *copybuf = NULL;
static struct block *copybuf = NULL;

void
copy()
{
	EDITSELMP;
	if (copybuf)
		OFFreeMemory(copybuf);
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}

// the core editing function. all the *xy functions perform the core operations
// and are also called directly from the network, the function below it is
// strictly triggered locally. They all have very similar structure.

void
editheightxy(bool isfloor, int amount, const block *sel)
editheightxy(bool isfloor, int amount, const struct block *sel)
{
	loopselxy(
	    if (isfloor) {
		    s->floor += amount;
		    if (s->floor >= s->ceil)
			    s->floor = s->ceil - 1;
	    } else {
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	bool isfloor = flr == 0;
	editheightxy(isfloor, amount, &sel);
	addmsg(1, 7, SV_EDITH, sel.x, sel.y, sel.xs, sel.ys, isfloor, amount);
}
COMMAND(editheight, ARG_2INT)

void
edittexxy(int type, int t, const block *sel)
edittexxy(int type, int t, const struct block *sel)
{
	loopselxy(switch (type) {
	        case 0:
		        s->ftex = t;
		        break;
	        case 1:
		        s->wtex = t;
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void
replace()
{
	EDITSELMP;
	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		struct sqr *s = S(x, y);
		switch (lasttype) {
		case 0:
			if (s->ftex == rtex.ftex)
				s->ftex = lasttex;
			break;
		case 1:
			if (s->wtex == rtex.wtex)
				s->wtex = lasttex;
			break;
		case 2:
			if (s->ctex == rtex.ctex)
				s->ctex = lasttex;
			break;
		case 3:
			if (s->utex == rtex.utex)
				s->utex = lasttex;
			break;
		}
	}
	block b = { 0, 0, ssize, ssize };
	struct block b = { 0, 0, ssize, ssize };
	remip(&b, 0);
}

void
edittypexy(int type, const block *sel)
edittypexy(int type, const struct block *sel)
{
	loopselxy(s->type = type);
}

void
edittype(int type)
{
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corner()
{
	edittype(CORNER);
}
COMMAND(corner, ARG_NONE)

void
editequalisexy(bool isfloor, const block *sel)
editequalisexy(bool isfloor, const struct block *sel)
{
	int low = 127, hi = -128;
	loopselxy({
		if (s->floor < low)
			low = s->floor;
		if (s->ceil > hi)
			hi = s->ceil;
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	EDITSEL;
	editequalisexy(isfloor, &sel);
	addmsg(1, 6, SV_EDITE, sel.x, sel.y, sel.xs, sel.ys, isfloor);
}
COMMAND(equalize, ARG_1INT)

void
setvdeltaxy(int delta, const block *sel)
setvdeltaxy(int delta, const struct block *sel)
{
	loopselxy(s->vdelta = max(s->vdelta + delta, 0));
	remipmore(sel, 0);
}

void
setvdelta(int delta)
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	EDITSELMP;
	sel.xs++;
	sel.ys++;
	if (sel.xs > MAXARCHVERT)
		sel.xs = MAXARCHVERT;
	if (sel.ys > MAXARCHVERT)
		sel.ys = MAXARCHVERT;
	block *sel_ = &sel;
	struct block *sel_ = &sel;
	// Ugly hack to make the macro work.
	block *sel = sel_;
	struct block *sel = sel_;
	loopselxy(s->vdelta = sel->xs > sel->ys
	        ? (archverts[sel->xs - 1][x] +
	              (y == 0 || y == sel->ys - 1 ? sidedelta : 0))
	        : (archverts[sel->ys - 1][y] +
	              (x == 0 || x == sel->xs - 1 ? sidedelta : 0)));
	remipmore(sel, 0);
}

void
slope(int xd, int yd)
{
	EDITSELMP;
	int off = 0;
	if (xd < 0)
		off -= xd * sel.xs;
	if (yd < 0)
		off -= yd * sel.ys;
	sel.xs++;
	sel.ys++;
	block *sel_ = &sel;
	struct block *sel_ = &sel;
	// Ugly hack to make the macro work.
	block *sel = sel_;
	struct block *sel = sel_;
	loopselxy(s->vdelta = xd * x + yd * y + off);
	remipmore(sel, 0);
}

void
perlin(int scale, int seed, int psize)
{
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	    loopi(mipsize) world[i].r = world[i].g = world[i].b = 176;
    });

void
edittag(int tag)
{
	EDITSELMP;
	block *sel_ = &sel;
	struct block *sel_ = &sel;
	// Ugly hack to make the macro work.
	block *sel = sel_;
	struct block *sel = sel_;
	loopselxy(s->tag = tag);
}

void
newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4)
{
	EDITSEL;

Renamed and modified src/entities.mm [47ee9d00d9] to src/entities.m [2808b0e950].

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void
initEntities()
{
	ents = [[OFMutableArray alloc] init];
}

void
renderent(Entity *e, OFString *mdlname, float z, float yaw, int frame = 0,
    int numf = 1, int basetime = 0, float speed = 10.0f)
static void
renderent(Entity *e, OFString *mdlname, float z, float yaw, int frame/* = 0*/,
    int numf/* = 1*/, int basetime/* = 0*/, float speed/* = 10.0f*/)
{
	rendermodel(mdlname, frame, numf, 0, 1.1f,
	    OFMakeVector3D(e.x, z + S(e.x, e.y)->floor, e.y), yaw, 0, false,
	    1.0f, speed, 0, basetime);
}

void
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					continue;
				if (e.type < I_SHELLS || e.type > TELEPORT)
					continue;
				renderent(e, entmdlnames[e.type - I_SHELLS],
				    (float)(1 +
				        sin(lastmillis / 100.0 + e.x + e.y) /
				            20),
				    lastmillis / 10.0f);
				    lastmillis / 10.0f, 0,1,0,10.0f);
			} else {
				switch (e.attr2) {
				case 1:
				case 3:
					continue;

				case 2:
				case 0:
					if (!e.spawned)
						continue;
					renderent(e, @"carrot",
					    (float)(1 +
					        sin(lastmillis / 100.0 + e.x +
					            e.y) /
					            20),
					    lastmillis /
					        (e.attr2 ? 1.0f : 10.0f));
					        (e.attr2 ? 1.0f : 10.0f),
						0, 1, 0, 10.0f);
					break;

				case 4:
					renderent(e, @"switch2", 3,
					    (float)e.attr3 * 90,
					    (!e.spawned && !triggertime) ? 1
					                                 : 0,
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// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).

static int
radditem(int i, int v)
{
	itemstat &is = itemstats[ents[i].type - I_SHELLS];
	struct itemstat *is = &itemstats[ents[i].type - I_SHELLS];
	ents[i].spawned = false;
	v += is.add;
	if (v > is.max)
		v = is.max;
	playsoundc(is.sound);
	v += is->add;
	if (v > is->max)
		v = is->max;
	playsoundc(is->sound);
	return v;
}

void
realpickup(int n, DynamicEntity *d)
{
	switch (ents[n].type) {

Name change from src/menus.mm to src/menus.m.

Modified src/meson.build from [0f5a54e283] to [44296e0cb5].

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    'PersistentEntity.m',
    'Projectile.m',
    'ResolverResult.m',
    'ResolverThread.m',
    'ServerEntity.m',
    'ServerInfo.m',
    'Variable.m',
    'clients.mm',
    'clientextras.mm',
    'clientgame.mm',
    'clients2c.mm',
    'clients.m',
    'clientextras.m',
    'clientgame.m',
    'clients2c.m',
    'commands.mm',
    'console.mm',
    'editing.mm',
    'entities.mm',
    'console.m',
    'editing.m',
    'entities.m',
    'init.mm',
    'menus.mm',
    'monster.mm',
    'menus.m',
    'monster.m',
    'physics.mm',
    'rendercubes.mm',
    'renderextras.mm',
    'rendergl.mm',
    'rendermd2.mm',
    'renderparticles.mm',
    'rendertext.mm',

Renamed and modified src/monster.mm [f91ea743e3] to src/monster.m [c3b07dd60c].

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basicmonster(int type, int yaw, int state, int trigger, int move)
{
	if (type >= NUMMONSTERTYPES) {
		conoutf(@"warning: unknown monster in spawn: %d", type);
		type = 0;
	}
	DynamicEntity *m = newdynent();
	monstertype *t = &monstertypes[(m.mtype = type)];
	struct monstertype *t = &monstertypes[(m.mtype = type)];
	m.eyeheight = 2.0f;
	m.aboveeye = 1.9f;
	m.radius *= t->bscale / 10.0f;
	m.eyeheight *= t->bscale / 10.0f;
	m.aboveeye *= t->bscale / 10.0f;
	m.monsterstate = state;
	if (state != M_SLEEP)
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			monstertotal++;
		}
	}
}

// height-correct line of sight for monster shooting/seeing
bool
los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D &v)
los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D *v)
{
	if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by))
		return false;
	float dx = bx - lx;
	float dy = by - ly;
	int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9);
	if (!steps)
		return false;
	float x = lx;
	float y = ly;
	int i = 0;
	for (;;) {
		sqr *s = S(fast_f2nat(x), fast_f2nat(y));
		struct sqr *s = S(fast_f2nat(x), fast_f2nat(y));
		if (SOLID(s))
			break;
		float floor = s->floor;
		if (s->type == FHF)
			floor -= s->vdelta / 4.0f;
		float ceil = s->ceil;
		if (s->type == CHF)
			ceil += s->vdelta / 4.0f;
		float rz = lz - ((lz - bz) * (i / (float)steps));
		if (rz < floor || rz > ceil)
			break;
		v.x = x;
		v.y = y;
		v.z = rz;
		v->x = x;
		v->y = y;
		v->z = rz;
		x += dx / (float)steps;
		y += dy / (float)steps;
		i++;
	}
	return i >= steps;
}

bool
enemylos(DynamicEntity *m, OFVector3D &v)
enemylos(DynamicEntity *m, OFVector3D *v)
{
	v = m.o;
	*v = m.o;
	return los(
	    m.o.x, m.o.y, m.o.z, m.enemy.o.x, m.enemy.o.y, m.enemy.o.z, v);
}

// monster AI is sequenced using transitions: they are in a particular state
// where they execute a particular behaviour until the trigger time is hit, and
// then they reevaluate their situation based on the current state, the
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			transition(m, M_HOME, 1, 100, 200);
		break;

	case M_SLEEP: // state classic sp monster start in, wait for visual
	              // contact
	{
		OFVector3D target;
		if (editmode || !enemylos(m, target))
		if (editmode || !enemylos(m, &target))
			return; // skip running physics
		normalise(m, enemyyaw);
		float angle = (float)fabs(enemyyaw - m.yaw);
		if (disttoenemy < 8 // the better the angle to the player, the
		                    // further the monster can see/hear
		    || (disttoenemy < 16 && angle < 135) ||
		    (disttoenemy < 32 && angle < 90) ||
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	case M_HOME:
		// monster has visual contact, heads straight for player and
		// may want to shoot at any time
		m.targetyaw = enemyyaw;
		if (m.trigger < lastmillis) {
			OFVector3D target;
			if (!enemylos(m, target)) {
			if (!enemylos(m, &target)) {
				// no visual contact anymore, let monster get
				// as close as possible then search for player
				transition(m, M_HOME, 1, 800, 500);
			} else {
				// the closer the monster is the more likely he
				// wants to shoot
				if (!rnd((int)disttoenemy / 3 + 1) &&

Modified src/serverbrowser.mm from [3cbd2b77d6] to [7fbcf875ca].

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				si.sdesc = @(text);
				break;
			}
		}
	}
}

void
extern "C" void
refreshservers()
{
	checkresolver();
	checkpings();
	if (lastmillis - lastinfo >= 5000)
		pingservers();
	[servers sort];