private void addEnemy()
{
float x = 0, z = 0;
float y = Constants.TERRAIN_HEIGHT;
//while(y > .5 * Constants.TERRAIN_HEIGHT)
//{
bool flag = true;
while (flag)
{
x = (float)(rnd[0].NextDouble() * Constants.FIELD_MAX_X_Z * 2 - Constants.FIELD_MAX_X_Z);
z = (float)(rnd[0].NextDouble() * Constants.FIELD_MAX_X_Z * 2 - Constants.FIELD_MAX_X_Z);
//x = (float)(rnd[0].NextDouble() * 50);
//z = (float)(rnd[0].NextDouble() * 50);
if (Math.Abs(x - myGame.player.unit.position.X)>20 && Math.Abs(z-myGame.player.unit.position.Z)>20)
flag = false;
}
y = myGame.GetHeightAtPosition(x, z);
//}
Vector3 pos = new Vector3(x, y, z);
Vector3 rot = new Vector3(0, (float)(rnd[0].NextDouble() * MathHelper.TwoPi), 0);
int choice = (int)(rnd[1].NextDouble() * 4);
MonsterUnit monsterUnit = new MonsterUnit(myGame, pos, rot, Constants.MONSTER_SCALE, monsterConstants[choice]);
Monster monster;
//if(deadMonsters.Count == 0)
monster = new Monster(myGame,new MonsterModel(myGame,skinnedModel[choice]) , monsterUnit);
//else
//{
// monster = deadMonsters[0];
// deadMonsters.RemoveAt(0);
// monster.monsterUnit = monsterUnit;
// monster.unit = monsterUnit;
// monster.health = 100;
// ((MonsterModel)monster.cModel).reinitialize(skinnedModel[choice]);
//}
monsters.Add(monster);
hpBillBoardSystem.monstersTextures.Add(HPBillboardSystem.getTexture(monster.health));
//billBoardSystem.monsters.Add(monster);
}