From e77e6444563afad91a584a182b3cdb7f7cb0c9d4 Mon Sep 17 00:00:00 2001 From: "False.Genesis" Date: Sun, 1 Sep 2019 22:43:06 +0200 Subject: [PATCH] Updated entity scripting (markdown) --- entity-scripting.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/entity-scripting.md b/entity-scripting.md index a995030..bfc4ef2 100644 --- a/entity-scripting.md +++ b/entity-scripting.md @@ -110,7 +110,7 @@ If the function returns false, the shot passes through. If the function returns An entity has an internal _death notification list_ that stores RenderObjects that want to be notified when the entity is destroyed. For each entity in this list, `deathNotify(me, dead)` is called (`me` is the receiver of the notifiation, `dead` the thing that is getting destroyed). -Death notifications are set up via `entity_addDeathNotify(me, which) so that `me` tells `which` when `me` is destroyed. +Death notifications are set up via `entity_addDeathNotify(me, which)` so that `me` tells `which` when `me` is destroyed. Note that this is a fairly low-level function. Death notification is delivered in all cases, even when an object is despawned by any means.