![]() It's used in the console versions, but the PC version doesn't have multiplayer support. This multiplayer menu option graphic is present in the Doom 3 BFG Edition IWAD. ![]() The code was later recycled for the animated doors in Strife. These doors are functional in the v1.4 and v1.5 Doom betas. ![]() It's subjective, but the limited amount of animation paired with the fact that they're paper-thin also makes them look terrible. The video to the right shows these doors in action using the original code, which is a bit bugged: sometimes the doors don't close properly and since the blocking flag doesn't stop hitscans or projectiles, they can pass through these doors like they're not even there. 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. 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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