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IDProjectCategoryView StatusDate SubmittedLast Update
0003573Zandronum[All Projects] Bugpublic2018-12-08 21:382024-03-02 20:12
ReporterMichael4797 
Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
StatusnewResolutionbackport later 
PlatformOSOS Version
Product Version3.0 
Target VersionFixed in Version 
Summary0003573: Warp functions ignore collision against 3D floors
DescriptionWarp/A_Warp can allow actors to pass through 3D floors due to an issue with the collision checking of the actor's z position. This causes some props and interactions involving A_Warp to completely ignore collisions, which can allow players to pass through certain walls.
Steps To Reproduce- Load the attached wad with Zandronum 3.0 or 3.1.
- On MAP01, there are two platforms moving around a central pillar with a gray ash wall on the right and a fireblu wall to the left.
- If you try to ride on these platforms, you should be knocked off by both of these structures.
- If you ride the platform into the gray ash wall, you will get knocked off.
- If you ride the platform into the fireblu wall, you will pass through.

The fireblu wall is a solid 3D floor. You can validate that it is normally impossible to pass through this wall by running into it yourself and shooting it and observing the puffs.
Additional InformationThis issue is present in Zandronum versions 3.0 and 3.1.
This issue is resolved in GZDoom 2.2.0, but is present in 2.1.1 and 1.9.1.
Attached Files? file icon WarpClipTest.wad [^] (27,296 bytes) 2018-12-08 21:38

- Relationships

-  Notes
User avatar (0023264)
Ru5tK1ng (updater)
2024-03-02 20:12

We'll have to find the commit that fixes this issue. It might possibly be beyond the 4.0 codebase upgrade.

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- Issue History
Date Modified Username Field Change
2018-12-08 21:38 Michael4797 New Issue
2018-12-08 21:38 Michael4797 File Added: WarpClipTest.wad
2019-02-17 20:53 Torr Samaho Product Version 3.1-beta => 3.0
2024-03-02 20:12 Ru5tK1ng Note Added: 0023264
2024-03-02 20:12 Ru5tK1ng Resolution open => backport later






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