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===Additional Info on General Entity Syntax===
 
===Additional Info on General Entity Syntax===
(Thanks to John Wakelin who wrote much of this section)
+
Thanks to John Wakelin who wrote much of this section)
  
 
The entities define the monsters, things, but also the positions in space where something must happen. So they are the Quake equivalent of both the THINGS and the LINEDEF types from DOOM.
 
The entities define the monsters, things, but also the positions in space where something must happen. So they are the Quake equivalent of both the THINGS and the LINEDEF types from DOOM.
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| ! bgcolor="#eeeeee" | origin|| "X Y Z" || Coordinates of where it starts in space.
 
| ! bgcolor="#eeeeee" | origin|| "X Y Z" || Coordinates of where it starts in space.
 
|-
 
|-
| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees).
+
| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees)
 
|-
 
|-
| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees).
+
| ! bgcolor="#eeeeee" | angle|| "#" || Direction it faces or moves (sometimes in degrees)
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | light|| "#" || Used with the light classname. Default is 200.
 
| ! bgcolor="#eeeeee" | light|| "#" || Used with the light classname. Default is 200.
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| ! bgcolor="#eeeeee" | style || "t#" || Used to flag/describe an entity that is not default. Styles can change the behavior of some entities, in example to make a light into a blinking strobe light.
 
| ! bgcolor="#eeeeee" | style || "t#" || Used to flag/describe an entity that is not default. Styles can change the behavior of some entities, in example to make a light into a blinking strobe light.
 
|-
 
|-
| ! bgcolor="#eeeeee" | message || "t#" || Message displayed when triggered (\n for line breaks).
+
| ! bgcolor="#eeeeee" | message || "t#" || Message displayed when triggered (\n for linebreaks).
 
|-
 
|-
| ! bgcolor="#eeeeee" | mangle || "t#" || Point where the intermission camera looks at.
+
| ! bgcolor="#eeeeee" | mangle || "t#" || Point where the intermission camera looks at
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | speed|| "t#" || How fast the model/entity is moved.
 
| ! bgcolor="#eeeeee" | speed|| "t#" || How fast the model/entity is moved.
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| ! bgcolor="#eeeeee" | lip|| "t#" || The e
 
| ! bgcolor="#eeeeee" | lip|| "t#" || The e
 
|-
 
|-
| ! bgcolor="#eeeeee" | dmg|| "t#" ||  How much damage the model causes when it shuts on you? Only used for movable objects, that is objects that can squeeze you against walls etc.
+
| ! bgcolor="#eeeeee" | dmg|| "t#" ||  How much damage the model causes when it shuts on you? Only used for movable objects, that is objects that can squeaze you against walls etc.
 
|-
 
|-
| ! bgcolor="#eeeeee" | health || "#" ||  How much damage the model/entity takes before it triggers.
+
| ! bgcolor="#eeeeee" | health || "#" ||  How much damage the model/entity takes before it triggers
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | delay|| "#" || Time before event is triggered.
 
| ! bgcolor="#eeeeee" | delay|| "#" || Time before event is triggered.
 
|-
 
|-
| ! bgcolor="#eeeeee" | sounds|| "#" || How much damage the model causes when it shuts on you. Each number, 0,1,2 etc, gives a different "is in pain"-sound.
+
| ! bgcolor="#eeeeee" | sounds|| "#" || How much damage the model causes when it shuts on you? Each number, 0,1,2 etc, gives a different "is in pain"-sound.
 
|-
 
|-
 
| ! bgcolor="#eeeeee" | wad|| "wadfile" || The wad2 graphics file used by the world for textures.
 
| ! bgcolor="#eeeeee" | wad|| "wadfile" || The wad2 graphics file used by the world for textures.
 
|-
 
|-
| ! bgcolor="#eeeeee" | height|| "#" || How high a platform will raise.
+
| ! bgcolor="#eeeeee" | height|| "#" || How high a platform will raise
 
|-
 
|-
 
|}
 
|}

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