[ deng-Bugs-2799048 ] [jHeretic] Clip through a wall if an object is near.

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[ deng-Bugs-2799048 ] [jHeretic] Clip through a wall if an object is near.

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Bugs item #2799048, was opened at 2009-05-31 10:40
Message generated for change (Settings changed) made by danij
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https://sourceforge.net/tracker/?func=detail&atid=542099&aid=2799048&group_id=74815

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Category: jHexen
Group: v1.9.0-beta6
Status: Open
Resolution: Accepted
Priority: 5
Private: No
Submitted By: Jan Reimer (xxmiltenxx)
Assigned to: Daniel Swanson (danij)
>Summary: [jHeretic] Clip through a wall if an object is near.

Initial Comment:
If an object is standing near a wall and a part is outside of a wall (mostly torches, for example those in Winnowing Hall, in that room with the glasses) you are able to glitch a bit into that wall or even to go through it (depends on "how deep" the object is in the wall).
It only happens with objects which have or HAD collision, for example in MAP01 of Deathkings of Citadel is shootable tree, which is near a wall, if you shoot it, you'll be able to glitch a bit into the wall.

Screenshots (Winnowing Hall):
http://img20.imageshack.us/img20/8833/doomsday200905311225235.png
http://img30.imageshack.us/img30/2857/doomsday200905311225336.png

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Comment By: Daniel Swanson (danij)
Date: 2009-09-01 02:55

Message:
I have confirmed this problem to be present in jHexen but I am yet to
replicate it in jHeretic.

In jHexen this issue stems from the handling of mobjs stood on another.

The situation:
When a tree is felled or a monster killed, their height is reduced
significantly. When this occurs the mobj height drops below the fixed
height at which mobjs are allowed to "step up" onto another mobj and then
continue to manoeuvre if it were stood on the floor.

The problem:
When a mobj stood on another tries to move, the P_CheckPosition algorithm
is used to determine whether something prevents the movement within the
immediate vicinity. In the process the mobj being stood on is checked bu
jHexen's variant of this algorithm fails to exclude the mobj which is
currently being stood on resulting in a false positive. This then means
P_TryMove2 thinks the move is blocked by a mobj but subsequent logic then
fails resulting in the mobj being able to pass through the solid walls
(because a mobj vs mobj collision circumvents the need for checking mobj vs
wall).

This issue has been fixed for 1.9.0-beta6.6

There is a lot of work remaining to completely unify the playsim mechanics
of mobj movement and collision handling however.

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Comment By: Jan Reimer (xxmiltenxx)
Date: 2009-05-31 10:44

Message:
That bug is also present in Heretic, tested it in E1M1 at those
"yellow-key-pillars" in the starting room.

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