Talk:Non-Newtonian motion of corpses
There's actually code in here that explicitly causes this bug. I think it's in P_XYmovement. Essentially, if it's on the edge of a stairstep, it is told to keep sliding as it is. The problem is it doesn't check if the corpse is actually going to cross the line. If it's paralell, it goes until it gets away from the line. Maybe there should be a part about how to fix this (like adding a check to see the motions angle relative to the wall?) -Wagi 18.104.22.168 20:13, 20 January 2008 (UTC)
- Sounds nice. Go for it. Zack 22:15, 20 January 2008 (UTC)
Right now the article covers more than just corpse motion. It also mentions corpses activating lines. Incidentally I also just added a bit about the "oof" sound. Perhaps the title could be renamed to something along the lines of "Flaws in corpse behavior?" Zack 22:15, 20 January 2008 (UTC)
- It also mentions corpses activating lines You're right of course; see here for the reasoning that led to the creation of this article. I'm not sure I agree with your title, however, because the general trend has been to divide bug articles rather than combine them (the annotation of the code excerpt(s) ends up rather long in most cases). "Flaws in corpse behavior" could plausibly include Player corpses walking, Crushed monsters block player movement, and maybe even Voodoo doll, which would make the article a bit unwieldy.
- IMHO the part about linedef triggers could be absorbed into Death slide, which is clearly the same thing since only the player's intent has changed. Then, make the "oof" sound its own article, since it is seemingly no more or less complicated than Fast doors reopening with wrong sound (I personally don't think it's even a bug, but I suppose I'm willing to be overruled by Colin Phipps. :> Ryan W 00:32, 21 January 2008 (UTC)
- I have no problem with that. Some bugs are so simple in their nature though (such as the "oof" sound) that they will inevitably remain stubs... Zack 02:43, 21 January 2008 (UTC)