MediaWiki API result

This is the HTML representation of the JSON format. HTML is good for debugging, but is unsuitable for application use.

Specify the format parameter to change the output format. To see the non-HTML representation of the JSON format, set format=json.

See the complete documentation, or the API help for more information.

{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "Readable_Editor",
        "continue": "gapcontinue||"
    },
    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/postorius/lists/mediawiki-api-announce.lists.wikimedia.org/> for notice of API deprecations and breaking changes."
        },
        "revisions": {
            "*": "Because \"rvslots\" was not specified, a legacy format has been used for the output. This format is deprecated, and in the future the new format will always be used."
        }
    },
    "query": {
        "pages": {
            "2353": {
                "pageid": 2353,
                "ns": 0,
                "title": "Reachedpos bbox expansion",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "The '''reachedpos_bbox_expansion''' spawnarg is meant to be used for small AI like rats, mice, birds etc. \nIt expands the AI's [[bbox]] when the code calculates whether the goal position has been reached, so that even AI with a small bounding box will be able to reach their target. \n\nWithout that adjustment, the game code might never consider the target as \"reached\", because the goal position stays outside of the AIs bounding box at all times. Fast-moving AI in combination with a constant turning rate will cause the AI to reach a stable orbit around the target point (often forever). The code tries to prevent such a case, but it is still possible to achieve this effect.\n\nThe default is 0, and the value is in units. A value of 1..3 is usually sufficient.\nThere should be no need to use this spawnarg on any entities in the editor.\n\n{{tdmspawnargs}}"
                    }
                ]
            },
            "1404": {
                "pageid": 1404,
                "ns": 0,
                "title": "Reaction to Material Types",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{Original_Reference|Ishtvan|1660}}\n\nFor details of surface types, reactions, sounds, etc. see [[Surface Types]]\n\nHere is a link to some iddevnet and D3World tutorials on making different sounds and impact types for different surfaces (wood, stone, etc.)\n\nThis should be useful to Domarius for doing different weapon sounds and reactions when striking different surfaces, and it should also be useful for our sound guys if they want to put in different footstep sounds themselves:\n\nD3World Threads:\n* http://www.doom3world.org/phpbb2/viewtopic.php?t=8503\n* http://www.doom3world.org/phpbb2/viewtopic.php?t=7076\n\nQuote from iddevnet:\n\n''10/28/04 How materials affect sounds Brian\n\nInside the material declaration, you can put one of sixteen different surface types, ten of which are predifined types:\n\n* none,\n* metal,\n* stone,\n* flesh,\n* wood,\n* cardboard,\n* liquid,\n* glass,\n* plastic,\n* ricochet.\n\nThe other six are generic: surftype10, surftype11, surftype12, surftype13, surftype14, surftype15\n\nThe surface type in the material determines which sound is played for footsteps, projectile hits, and other types of impacts.\n\nThe footstep sound is determined by looking at the surface type for the material under the actor. For example, if it is \"flesh\" then the \"snd_footstep_flesh\" sound in the actor entityDef is played. If that sound is not defined then \"snd_footstep\" is played instead. In Doom 3, we don't actually use this feature (all footsteps play the same sound).\n\nThe projectile impact sounds are handled the same way. If a fist hits a material with \"glass\" set, then the \"snd_glass\" sound is played from the \"weapon_fist\" entityDef. If that sound is not defined then it uses \"snd_metal\". If that sound is not defined either then it uses \"snd_impact\". If that sound is not defined then it plays nothing.\n\nThis is all defined inside the game code. As a mod author, you can completely change up this entire system. To see where this is all defined, search the code base for \"sufaceTypeNames\". ''\n\n[[Category:Sound]]"
                    }
                ]
            }
        }
    }
}