Single Status Update
Just modify barrels to explode during their first death frame, and then enter any level where a long line of barrels explode by damaging each other. The following recursion will occur to arbitrary depth:
P_RadiusAttack -> P_BlockThingsIterator -> PIT_RadiusAttack -> P_DamageMobj -> P_KillMobj -> P_SetMobjState -> st->action (A_Explode) -> P_RadiusAttack (etc...)
Not only this, but in the vanilla engine, P_RadiusAttack is non-reentrant, so subsequent explosions will cause the earlier ones to malfunction in an unpredictable manner, such as failing to damage nearby objects, damaging nearby objects too much or too little, etc.
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Quake has some other flaws DOOM doesn't have. At least, while watching a demo in Quake, pressing almost any key will bring up the menu, as in DOOM when you're in the intro loop (or always, in older versions). In DOOM, under -playdemo you can do various things like re-size the screen or go to the automap. Maybe they never bothered in Quake because it has no automap, but you can't, for instance, use +showscores during demo playback.
QL suffer from this. You can't do shit while watching a demo or it will stop the demo playback. :/
While in ETQW for instance, you can use console commands to spec different players in the demo. Check the scoreboard etc.
What do those orange barrels do then when you shoot them?