doc-entities.txt and minor cleanup
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docs/doc-entities.txt
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docs/doc-entities.txt
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Differences between Reflex and id Tech entities
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Reflex uses a right-handed coordinate system and id Tech uses a left-handed
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system so many positions and angles must take this into account when being
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converted.
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Position of Players and Pickups are stored differently in Reflex. Player
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positions are stored at a players feet, while in id Tech, at the center of
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the character. Converting from Reflex requires the vertical component of
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position to be offset by 32 units. Similarly, pickups must be offset by
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two units.
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Entity attributes are often implicit; i.e. if an attribute is required but
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unspecified, a default is used.
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-All game modes are enabled by default and attributes are used to
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disable undesired modes or to set 2v2.
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-Entities without a position are implicitly at the origin.
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-PointLights without a color default to white.
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Attributes set in a WorldSpawn are used by all the entities it contains.
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-WorldSpawns often group PlayerSpawns by game mode
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Angles
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-Can be stored as a Vector3, since rotation about any axis is possible
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-Keyword angle is also supported (rotation about the vertical axis)
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Race Entities
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-Unlike id Tech games, is limited by not having checkpoint brushes.
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-CTS only
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Reflex entity types and all known attributes
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* is used to denote unsupported attributes and entity types
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** For parsing purposes, is handled differently than other entities
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**WorldSpawn
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*String32 targetGameOverCamera
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*Float timeOfDay
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*Float skyAngle
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*UInt8 playersMin
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*UInt8 playersMax
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Bool8 modeFFA
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Bool8 modeTDM
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Bool8 modeCTF
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Bool8 mode1v1
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Bool8 modeRace
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Bool8 mode2v2
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Pickup
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(pickupType Required)
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Vector3 position
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Vector3 angles
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UInt8 pickupType - See list of pickup IDs in this document
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PlayerSpawn
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Vector3 position
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Vector3 angles
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Vector3 angle
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bool8 teamA
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bool8 teamB
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Bool8 modeFFA
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Bool8 modeTDM
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Bool8 modeCTF
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Bool8 mode1v1
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Bool8 modeRace
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*Bool8 mode2v2
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JumpPad
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String32 target
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brush
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Teleporter
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String32 target
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brush
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Target
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(name Required)
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Vector3 position
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Vector3 angles
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Vector3 angle
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String32 name
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RaceStart
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brush
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RaceFinish
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brush
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PointLight
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Vector3 position
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ColourXRGB32 color - ARGB, alpha channel always full for PointLights
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Float nearAttenuation
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Float farAttenuation
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*Prefab
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Vector3 position
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String64 prefabName
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*CameraPath
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(No direct id Tech equivalent)
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UInt8 posLerp
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Uint8angleLerp
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*Effect
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Vector3 position
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Vector3 angles
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String64 effectName
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String256 material0Name
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ColourARGB32 material0Albedo
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Pickup IDs (of pickups suitable for conversion)
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Burst Gun (spawn weapon)
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This entity will not have a pickupType field.
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Weapons
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If the player doesn't have the weapon, then s/he will acquire it.
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If it is present, the player gains some ammo respective to the gun.
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pickupType 1 = Shotgun
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pickupType 2 = Grenade Launcher
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pickupType 3 = Plasma Rifle
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pickupType 4 = Rocket Launcher
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pickupType 5 = Ion Cannon
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pickupType 6 = Bolt Rifle
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Ammo
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Ammunition for weapons gained on pickup.
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pickupType 20 = Burst Gun Ammo
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pickupType 21 = Shotgun Ammo
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pickupType 22 = Grenade launcher Ammo
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pickupType 23 = Plasma Rifle Ammo
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pickupType 24 = Rocket Launcher Ammo
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pickupType 25 = Ion Cannon Ammo
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pickupType 26 = Bolt Rifle Ammo
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Power Up
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A temporary buff granted to the player.
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pickupType 60 = Carnage (increases a player's outgoing damage)
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pickupType 62 = Resist (decreases a player's incoming damage)
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Flags
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For use in Capture the Flag
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pickupType 70 = Team Alpha Flag (red team)
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pickupType 71 = Team Zeta Flag (blue team)
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Health
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Restores the player's hitpoints.
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pickupType 40 = Small health
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pickupType 41 = Medium health
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pickupType 42 = large health
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pickupType 43 = Mega Health
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Armor
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Restores the player's armor.
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Reflex has a tiered Armor system.
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Green absorbs the least damage, and Red absorbs the most.
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pickupType 50 = Armor shard
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pickupType 51 = Green Armor
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pickupType 52 = Yellow Armor
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pickupType 53 = Red Armor
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@@ -13,7 +13,7 @@ Features, and Responsibilities of the Program: For Mappers
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During the conversion process, face related data (texture & color) are
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preserved. This is both because of the differences between engines and the
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numerous games built in idTech engines. Meaning the map converter does not
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numerous games built in idTech engines. That is, the map converter does not
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attempt to retexture the map with generic idTech engine equivalents or
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per-game equivalents. It is the individual mappers' responsibility to
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appropriately adapt the map for the target game. Some of the following
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