![]() ![]() The code sets the blocking flag when the door is closed, preventing you and monsters from passing through it, and unsets it when the door is open. They would use the textures GDOORF1-4 (front) and GDOORB1-4 (back), which aren't present in the final version. To work around this limitation, these doors aren't sectors at all – they're animated textures applied to a linedef. They would've been created with line action 124, but the code to activate them was commented out in the source.Īnyone familiar with Doom's renderer knows that sectors can only change vertically, the result of using a static BSP tree defined in the NODES lump for each map. These are restricted to the commercial version ( Doom II). The source files p_doors.c and p_switch.c have some remnants of code for sliding doors. However, in doing so, the gibs' height of zero is retained on the revived monster, turning it into what the community has dubbed a "ghost" monster, where only splash damage and Demon melee attacks can hit it reliably. If an Arch-Vile comes across these gibs, it can resurrect them. The raise sequence can be seen in-game, but not under any intended circumstance: When killed by a crusher, Pain Elementals will be crushed into a pool of gibs like other monsters. The Pain Elemental has a raise state, allowing it to be revived by the Arch-Vile, but Pain Elementals normally explode on death, leaving behind no corpse to be revived. The original patches intended for the waterfall were included with the textures John Romero released. ![]() Both WADs in Final Doom later take advantage of this unused code by adding textures using and between the WFALL1 and WFALL4 names, allowing them to animate. Code exists to animate the WFALL1-4 textures and SWATER1-4 flats, however these are not present in this game. ![]()
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