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/vr/ - Retro Games

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>> No.4435639 [View]
File: 2.43 MB, 1200x675, c users helios desktop quakespasm quakespasm.exe 12.02.2017 - 13.03.57.22.webm [View same] [iqdb] [saucenao] [google]
4435639

>>4435628
Not a damn thing, surprisingly. Even setting the func_door (the pillar, rear wall, and floor on each side) damage-on-hit to something higher than 0 doesn't change anything; so far as I can tell, it's moving so fast it actually literally teleports from position A (visible) to position B (behind the far wall), completely bypassing any entities between that would normally cause it to halt, like monsters or players.

If you slow down the wall enough to see it move it still hits, but that obviously causes all sorts of issues otherwise:
>[disgruntled shambler grunt] >>>/wsg/1999922

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