in the 1998 video game Half-Life doors are coded as pieces of the terrain that rotate in response to triggers. this means that if a door is embedded in a flat surface it is possible for entities (such as npcs, or the player) to get caught between the side edge of the door object and the wall it’s placed in. whenever a piece of the environment tries to move into a space occupied by an entity, it will push that entity. if there is no space that the entity can be pushed into, it does damage to it. once a living entity dies, its corpse can continue to take damage and if its corpse takes too much damage it explodes into gibs.
these 3 facts together mean that is that Half-Life is a game where you can sometimes get caught in a door hinge and violently explode, and in fact this is something that can happen really often.
actually there’s one specific door in the game where valve found out in testing that an essential NPC kept pathfinding into the hinge and dying, which would trigger a game over. so they put a special trigger on that specific door where it actually heals entities caught in it instead of dealing damage, and can even heal them past their maximum health. so the npc still gets caught in it but instead of dying and triggering a game over, he just gains obscene amounts of health for a bit and eventually gets unstuck, there are very few things that can kill him if this happens. speedrunners abuse this door to give themselves exactly as much health as they need for the entire rest of the game