Oooohhh... Would something with that flag constantly on be able to telefrag actors just by bumping into them?randy wrote:When something is teleported, this flag is set, it gets moved to its new position, it's checked for collision, then the flag is cleared. It's not a "feature" at all. Ideally, it wouldn't be necessary, but it is, since Doom physics are such a mess.
Most useless ZDoom feature?
- MartinHowe
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Then it seems to me that the description on the wiki needs to be updated.randy wrote:It has nothing to do with backwards-compatibility. As the name suggests, it's vital for teleportation. When something is teleported, this flag is set, it gets moved to its new position, it's checked for collision, then the flag is cleared. It's not a "feature" at all. Ideally, it wouldn't be necessary, but it is, since Doom physics are such a mess.
Also, my point was that it certainly is not a "ZDoom feature".
- Graf Zahl
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randy wrote:
It has nothing to do with backwards-compatibility. As the name suggests, it's vital for teleportation. When something is teleported, this flag is set, it gets moved to its new position, it's checked for collision, then the flag is cleared. It's not a "feature" at all. Ideally, it wouldn't be necessary, but it is, since Doom physics are such a mess.
That's complete news to me. Please point me to the code where the flag is set because a search function doesn't show it to me.
Actually, that was probably the intent behind this flag before P_TeleportMove was separated from P_TryMove. Right now it's just development garbage that has never been used for anything.
Seriously? Wow. You're right. Are there any Dehacked patches that have actually used it? If not, it seems like a good candidate for deletion for just what little bit of cleanup doing so could provide.
For those wondering what specifically this flag does, it lets you walk into ceilings if the gap between the ceiling and floor is big enough to accomodate you if you weren't in the ceiling, and it prevents any lines that are activated by crossing from firing. I can't see any practical use for it.
For those wondering what specifically this flag does, it lets you walk into ceilings if the gap between the ceiling and floor is big enough to accomodate you if you weren't in the ceiling, and it prevents any lines that are activated by crossing from firing. I can't see any practical use for it.
So, would the ceiling effect allow this cacodemon to attack the marine?randy wrote:For those wondering what specifically this flag does, it lets you walk into ceilings if the gap between the ceiling and floor is big enough to accomodate you if you weren't in the ceiling, and it prevents any lines that are activated by crossing from firing. I can't see any practical use for it.

As for the linedef thing, I can see a possible use for it. Many "teleport monster" linedefs, a host of +TELEPORT monsters that won't be teleported, and a few special monsters (though technically normal) that will be teleported. It could be a way to achieve what Torm wanted here.