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>> No.830461 [View]
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830461

>>827932
>Especially the one where you can hide behind an decorative blocking actor to stop projectiles
>>827968
>That doesn't apply to vanilla Doom, only to ZDoom and its derivatives.
>>827980
>Really...? I am sure it worked in vanilla...
you're both kind of right. here is the full story.

projectile motion is the one place where the movement code takes height into account. a projectile will collide with a solid obstacle, but only if it hits it at the right height. otherwise it will fly right overhead, just like with monsters.

and here's the thing: in vanilla, all decorative obstacles are only 16 units high. for anything other than projectiles (such as the player) they are infinitely high - but as far as a projectile is concerned, the obstacle stops being an obstacle 16 units above the floor.

for example try shooting rockets over the pillars by the stairs on e1m1 (pictured). they let them through but only after you are up a sufficient number of stairs. as shown, they are actually hitting the pillar. if you really want to test this, make a copy of e1m1 and remove the pillar.

in zdoom they changes obstacles to have heights that match the sprite sizes, hence, there, decorative obstacles block projectiles.

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