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[GZDoom] Using things instead of linedefs for teleport (proof-of-concept)

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Creating things to make stuff teleport is turns out possible.
The proof-of-concept filmed in this video demonstrates that.
How does it work:
1) A teleporter actor has flags +SOLID and +BUMPSPECIAL being set and appropriate Activation property to `THINGSPEC_MonsterTrigger|THINGSPEC_MissileTrigger|THINGSPEC_NoDeathSpecial`
2) For some reason, missiles don't trigger special and just "die" after bumping (even with appropriate Activation property specified). To temporarily mitigate this, ProjectilePassHeight property is set to 1, until a solution will be found.
3) There is one second delay before bump special can be activated again (forgot to show that in video, oops).
And, yes, I used sonic sprites and sounds because reason.
The proof-of-concept filmed in this video demonstrates that.
How does it work:
1) A teleporter actor has flags +SOLID and +BUMPSPECIAL being set and appropriate Activation property to `THINGSPEC_MonsterTrigger|THINGSPEC_MissileTrigger|THINGSPEC_NoDeathSpecial`
2) For some reason, missiles don't trigger special and just "die" after bumping (even with appropriate Activation property specified). To temporarily mitigate this, ProjectilePassHeight property is set to 1, until a solution will be found.
3) There is one second delay before bump special can be activated again (forgot to show that in video, oops).
And, yes, I used sonic sprites and sounds because reason.
[GZDoom] Using things instead of linedefs for teleport (proof-of-concept)
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