From 17e1ce3a1f5a84a77b6d6f9834fd5363fd9cd458 Mon Sep 17 00:00:00 2001 From: suhrke Date: Mon, 17 Jul 2017 16:24:04 -0700 Subject: [PATCH] Added note about WorldSpawn differences --- docs/doc-entities.txt | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/docs/doc-entities.txt b/docs/doc-entities.txt index 0d6b543..d045652 100644 --- a/docs/doc-entities.txt +++ b/docs/doc-entities.txt @@ -14,24 +14,26 @@ Differences between Reflex and id Tech entities Entity attributes are often implicit; i.e. if an attribute is required but - unspecified, a default is used. + unspecified, a default is used -All game modes are enabled by default and attributes are used to - disable undesired modes or to set 2v2. - -Entities without a position are implicitly at the origin. - -PointLights without a color default to white. + disable undesired modes or to set 2v2 + -Entities without a position are implicitly at the origin + -PointLights without a color default to white Attributes set in a WorldSpawn are used by all the entities it contains. + -id Tech maps have a maximum of one WorldSpawn. Many are allowed + in Reflex -WorldSpawns often group PlayerSpawns by game mode Angles - -Can be stored as a Vector3, since rotation about any axis is possible + -Can be stored as a Vector3, since rotation about any axis is possible -Keyword angle is also supported (rotation about the vertical axis) Race Entities - -Unlike id Tech games, is limited by not having checkpoint brushes. + -Unlike id Tech games, is limited by not having checkpoint brushes -CTS only