Difference between revisions of "Sleeping shotgun guy in MAP02 (Doom II)"

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In MAP02 of Doom II, after opening the pillar to the left of the starting point and past the doors requiring the [[items#Other|blue key]] (Co-ordinates: 946,903,-16), there is a [[sergeant|shotgun guy]] next to a [[barrel]]. However, he is partially stuck in a wall so if he spots the player, he does nothing about it.
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In MAP02 of Doom II, after opening the pillar to the left of the starting point and past the doors requiring the [[items#Other|blue key]] (Co-ordinates: 946,903,-16), there is a [[sergeant|shotgun guy]] next to a [[barrel]]. However, he ignores the player and does not "wake up" as monsters usually do when spotting a player.
  
As this is the first [[barrel]] a player encounters in Doom II, it is possible that the [[sergeant|shotgun guy]] is intentionally stuck in order to give a novice player the opportunity to purposely shoot the barrel and thereby gib the enemy.
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Usually, the bug is not noticed, as the player must confront two [[trooper]]s before reaching the sergeant.  The action of killing them usually wakes up the sergeant (who is still sensitive to sound).
  
{{stub}}
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== Technical ==
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The behavior occurs due to a bug in Doom's line of sight code. The code which causes it is located in [[Doom source code:files|p_sight.c]], in the function P_DivlineSide.
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== External links ==
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* [http://games.moria.org.uk/doom/research/MAP02-sleepwalker The Sleepingwalking Sergeant of MAP02]], a technical explanation by Colin Phipps.
  
 
[[Category:Errors and bugs]]
 
[[Category:Errors and bugs]]

Revision as of 14:46, 14 March 2006

In MAP02 of Doom II, after opening the pillar to the left of the starting point and past the doors requiring the blue key (Co-ordinates: 946,903,-16), there is a shotgun guy next to a barrel. However, he 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 troopers before reaching the sergeant. The action of killing them usually wakes up the sergeant (who is still sensitive to sound).

Technical

The behavior occurs due to a bug in Doom's line of sight code. The code which causes it is located in p_sight.c, in the function P_DivlineSide.

External links