Editing Sleeping shotgun guy in MAP02 (Doom II)

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In [[MAP02: Underhalls (Doom II)|MAP02]] of [[Doom II]], after going through the first door, the player must get past a [[shotgun guy]] in order to press the switch that opens the next part of the level. However, this shotgun guy ignores the player and does not "wake up" as monsters usually do when spotting a player.
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In [[MAP02: Underhalls (Doom II)|MAP02]] of [[Doom II]], after going through the first door, the player must get past a [[sergeant]] in order to press the switch that opens the next part of the level. However, this sergeant ignores the player and does not "wake up" as monsters usually do when spotting a player.
  
Usually, the bug is not noticed, as the player must confront two [[zombiemen]] in the same room before reaching the shotgunner.  The action of killing them usually wakes up the shotgun guy (that is still sensitive to sound).
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Usually, the bug is not noticed, as the player must confront two [[trooper]]s in the same room before reaching the sergeant.  The action of killing them usually wakes up the sergeant (who is still sensitive to sound).
  
The same error can occur in reverse; one example is in [[E1M5: Phobos Lab (Doom)|E1M5]] of [[Knee-Deep in the Dead]]. If the player moves slowly up the left side of the first staircase, he may awaken the [[imp]] in the far northeast corner of the room directly ahead, even though there is a solid wall between the two locations.
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The same error can occur in reverse; one example is on [[E1M5: Phobos Lab (Doom)|E1M5]] of [[Doom]]. If the player walks slowly up the left side of the first staircase, he may awaken the [[Imp]] in the far northeast corner of the room directly in front of him, even though there is a solid wall between the two locations.
  
 
== Technical ==
 
== Technical ==
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By comparing the wrong coordinates, this code causes the engine to think that any coordinate lies on a BSP [[Doom rendering engine#Node building|node]] partition line, when the partition line is horizontal and the thing's x is the same as the y coordinate of the node line's origin, which is always a vertex. This can cause the sidedness decision to be incorrect, either indicating that the enemy is on the same side of the node line as the player or a different side than the player, when the opposite is actually true.
 
By comparing the wrong coordinates, this code causes the engine to think that any coordinate lies on a BSP [[Doom rendering engine#Node building|node]] partition line, when the partition line is horizontal and the thing's x is the same as the y coordinate of the node line's origin, which is always a vertex. This can cause the sidedness decision to be incorrect, either indicating that the enemy is on the same side of the node line as the player or a different side than the player, when the opposite is actually true.
  
In the MAP02 case, the shotgun guy is at (1200,1232) and one of the vertices behind it is at (1232,1200).  In the E1M5 case, the imp is at (672,1264) and one of the linedefs south of it has a vertex at (400,672).
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In the MAP02 case, the sergeant is at (1200,1232) and one of the vertices behind him is at (1232,1200).  In the E1M5 case, the Imp is at (672,1264) and one of the linedefs south of it has a vertex at (400,672).
  
 
== Demo files ==
 
== Demo files ==
  
* [[Media:D202blnd.lmp|The sleeping shotgun guy]] ([[:Image:D202blnd.lmp|file info]]) in [[MAP02: Underhalls]]
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* [[Media:D202blnd.lmp|The sleeping sergeant]] ([[:Image:D202blnd.lmp|file info]]) on [[MAP02: Underhalls]]
  
 
== See also ==
 
== See also ==

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