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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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No Change 
Yeah, #define means it's hard-coded when the engine is compiled. 
 
ok i resolved the null bug - was missing the think/nextthink... i was using custom entity so walk monster start wasn't working 
Monster AI (II) 
It's sorta working (thanks for the findNextMonster Preach!) (monsters sometimes attack other faction monsters) but very unreliable - vs the player whom they always attack instantly on sight?

the 2 main issues I'm still trying to solve is:

1 - monsters find a new enemy after killing the current hostile faction monster; (currently they just sit there, even if new enemy monster enters their LOS)

2 - monsters commonly do not fight enemy faction monsters on sight, only sometimes?

so how can i solve these 2? do you need to see my "FindTarget" again? or? 
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