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Exponentially multiplying monsters

If I make a monster call ThingSummon to create a copy of itself (and to balance things out, I make it KillChildren when dying), can the game crash when the population becomes too big (and the genealogy tree too large)? I know this sort of thing was certain to happen in Dehacked vanilla Doom with projectiles.

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Only if you actually spawn enough objects to cause a Z_Malloc error.

Eternity can load a wad with 500K monsters on it. It's utterly unplayable, at about 1 FPS per 3 seconds real time, but it loads, and runs.

Properly programmed logic does not stop working when it is multiplied by a large number of instances. Only a program with severe glitches has such a problem.

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