
In ZDoom, you always trigger them as soon as you move, so you get stuck at this point. You can shoot some zombies (and get shot by them), but not finish the level without no-clipping out that place. In vanilla and other ports, this isn't a problem.
Moderator: GZDoom Developers


Code: Select all
// see if the line was crossed
side = P_PointOnLineSide (thing->x, thing->y, ld);
oldside = P_PointOnLineSide (oldx, oldy, ld);
Code: Select all
// see if the line was crossed
if (insert new compat option here)
{
side = P_PointOnLineSide2 (thing->x, thing->y, ld);
oldside = P_PointOnLineSide2 (oldx, oldy, ld);
}
else
{
side = P_PointOnLineSide (thing->x, thing->y, ld);
oldside = P_PointOnLineSide (oldx, oldy, ld);
}compat_anybossdeath, compat_limitpain, and compat_notossdrops are arguably the only compatibility options for which the same thing couldn't be said.randi wrote:But that was never correct, even in Doom.