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>> No.10303391 [View]
File: 68 KB, 1616x859, e1m6nodes.png [View same] [iqdb] [saucenao] [google]
10303391

>>10302885
I can't provide a super technical answer, but I am reasonably sure this is just a case of Id's primitive nodebuilder. It is well documented that Id-bsp is inefficient and error prone compared to fan made equivalents, probably just because they were busy designing every other part of the game and this one worked well enough for vanilla maps. You can see in my image that this subsector is shared between the door sector and the room sector. As the name implies, subsectors are always supposed to be part of a single parent sector, and since that's not the case here, the collision of the door extends beyond its visible limits. I'm guessing it doesn't happen in gzdoom because that port automatically rebuilds nodes. The wiki doesn't mention this as a bug but that might just be because it's very minor. I'd be surprised if others haven't observed it.

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