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in a variable and then running a looped check for whether that has changed, but apparently animated textures are considered a single texture because the value was always the same.
Exposing this information to the game sim, in my opinion, would require that the game sim itself be the animation manager for those textures.
I don't know the real reason for the decoupling, since special animations like warp can be done outside the game sim still, but it is something that drives me crazy. It was a move that was never needed, in my opinion, and it's not like you can animate textures faster than a game tic (as far as I know? maybe I am wrong...).
Animations never were part of the playsim to begin with. Not in original Doom nor in Hexen nor in any other port. The only thing they did was halt the timer when paused.