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": "RemovePod",
        "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": {
            "1313": {
                "pageid": 1313,
                "ns": 0,
                "title": "ReFire",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{codepointer|description='''ReFire''' is a player weapon codepointer used to check for refiring at the end of a weapon's attack sequence. If the player is holding down the fire key, the weapon will try to fire again without entering the weapon's ready state first.|usage='''ReFire'''\n|notes=The most obvious example is the plasma rifle's cooldown animation, which only gets visible when player releases fire. Otherwise, the raised barrel frame, which has '''ReFire''', jumps instantly to the first attack frame when fire is held.\n\nThis pointer increments or clears the player's refire counter, which when positive, causes the player's aim to become less accurate with some weapons. This applies to the pistol, chaingun, elven wand and dragon claw, all of which pass through '''ReFire''', which reduces the accuracy for the next shots. \n\nRemaining ammo is also checked, and if the player does not have enough ammo to fire another shot, the weapon will be lowered (note that the Doom 2 SSG uses a different, unrelated approach to check ammo: [[CheckReload]]).\n\nOmitting this codepointer is unusual (all default game weapons call this at or near the end of their attack sequences), but is acceptable. Beware, as mentioned in the previous paragraph, that omitting this is going to make some gunshot attacks always accurate (but this is unrecommended, since you can just use [[FireCustomBullets]] with \"always\" accuracy). More interestingly, omitting it can be combined with the '''NOAUTOFIRE''' [[weaponinfo]] flag to prevent the weapon from firing again when holding the attack command.\n|examples={{example|description=From base\\frames.edf:|code=<nowiki>frame S_PLASMA2      { cmp = \"PLSG|1|*|20|ReFire     |S_PLASMA\";    dehackednum = 78 }</nowiki>}}}}"
                    }
                ]
            },
            "1651": {
                "pageid": 1651,
                "ns": 0,
                "title": "Regular sector types",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "These are the regular, non-generalized sector types.\n\nSee also [[Generalized sector types]]. Those are made of higher numbers which combine various properties for greater freedom.\n\n{{Backto|Sector types}}\n\n==Classic format==\n===Doom===\nFrom Matt Fell's [http://www.doomworld.com/idgames/index.php?id=1138 Unofficial DOOM Spec] the DOOM sector types are:\n \n Dec Hex Class   Description\n -------------------------------------------------------------------\n  0  00  -       Normal, no special characteristic.\n  1  01  Light   random off\n  2  02  Light   blink 0.5 second\n  3  03  Light   blink 1.0 second\n  4  04  Both    -10/20% health AND light blink 0.5 second\n  5  05  Damage  -5/10% health\n  7  07  Damage  -2/5% health\n  8  08  Light   oscillates\n  9  09  Secret  a player must stand in this sector to get credit for\n                   finding this secret. This is for the SECRETS ratio\n                   on inter-level screens.\n 10  0a  Door    30 seconds after level start, ceiling closes like a door.\n 11  0b  End     -10/20% health. If a player's health is lowered to less\n                   than 11% while standing here, then the level ends! Play\n                   proceeds to the next level. If it is a final level\n                   (levels 8 in DOOM 1, level 30 in DOOM 2), the game ends!\n 12  0c  Light   blink 0.5 second, synchronized\n 13  0d  Light   blink 1.0 second, synchronized\n 14  0e  Door    300 seconds after level start, ceiling opens like a door.\n 16  10  Damage  -10/20% health\n \n 17  11  Light   flickers on and off randomly\nNote that Eternity will not exit the game on an illegal sector type, as was the case with DOOM. The sector type will merely be ignored.\n\n===Heretic===\nHeretic has a different set of types:\n{|class=\"wikitable sortable\"\n! Type #\n! Class\n! Description\n|-\n||1||Light||Blinks randomly, normally on\n|-\n||2||Light||Blink each 0.5 second\n|-\n||3||Light||Blink each 1 second\n|-\n||4||Mixed||Scroll east, lava damage\n|-\n||5||Damage||\"Wimpy\" lava damage\n|-\n||7||Damage||Sludge damage\n|-\n||8||Light||Oscillates\n|-\n||9||Secret||Secret counting sector\n|-\n||10||Door||Close like a door after 30 seconds\n|-\n||11||End||Exit with super damage\n|-\n||12||Light||Blink each 1 second, synchronized\n|-\n||13||Light||Blink each 0.5 second, synchronized\n|-\n||14||Door||Open and close like a standard door after 5 minutes\n|-\n||15||Friction||Slippery floor\n|-\n||16||Damage||\"Hefty\" lava damage\n|-\n||17||Light||Flickering like fire\n|-\n||20||Scroll||Scroll east x1\n|-\n||21||Scroll||Scroll east x2\n|-\n||22||Scroll||Scroll east x5\n|-\n||23||Scroll||Scroll east x6\n|-\n||24||Scroll||Scroll east x7\n|-\n||25||Scroll||Scroll north x1\n|-\n||26||Scroll||Scroll north x2\n|-\n||27||Scroll||Scroll north x5\n|-\n||28||Scroll||Scroll north x6\n|-\n||29||Scroll||Scroll north x7\n|-\n||30||Scroll||Scroll south x1\n|-\n||31||Scroll||Scroll south x2\n|-\n||32||Scroll||Scroll south x5\n|-\n||33||Scroll||Scroll south x6\n|-\n||34||Scroll||Scroll south x7\n|-\n||35||Scroll||Scroll west x1\n|-\n||36||Scroll||Scroll west x2\n|-\n||37||Scroll||Scroll west x5\n|-\n||38||Scroll||Scroll west x6\n|-\n||39||Scroll||Scroll west x7\n|-\n||40||Wind||Blow east x1\n|-\n||41||Wind||Blow east x2\n|-\n||42||Wind||Blow east x5\n|-\n||43||Wind||Blow north x1\n|-\n||44||Wind||Blow north x2\n|-\n||45||Wind||Blow north x5\n|-\n||46||Wind||Blow south x1\n|-\n||47||Wind||Blow south x2\n|-\n||48||Wind||Blow south x5\n|-\n||49||Wind||Blow west x1\n|-\n||50||Wind||Blow west x2\n|-\n||51||Wind||Blow west x5\n|}\n\n==PSX Doom format==\nIn addition to Doom's original, PSX Doom also supports the following types:\n{|class=\"wikitable sortable\"\n! Type #\n! Class\n! Description\n|-\n||200||Light||Glow-10\n|-\n||201||Light||Glow-255\n|-\n||202||Light||Strobe Hyper\n|-\n||204||Light||Strobe Fast\n|}\n\n==UDMF==\nUDMF has this list made of both Doom and Heretic, Hexen and ZDoom-invented specials:\n{|class=\"wikitable sortable\"\n! Type #\n! Class\n! Description\n|-\n||1||Light||Light, phased\n|-\n||2||Light||Light sequence start\n|-\n||3||Light||Light sequence\n|-\n||4||Light||Light sequence, alternate\n|-\n||40||Wind||Blow east x1\n|-\n||41||Wind||Blow east x2\n|-\n||42||Wind||Blow east x5\n|-\n||43||Wind||Blow north x1\n|-\n||44||Wind||Blow north x2\n|-\n||45||Wind||Blow north x5\n|-\n||46||Wind||Blow south x1\n|-\n||47||Wind||Blow south x2\n|-\n||48||Wind||Blow south x5\n|-\n||49||Wind||Blow west x1\n|-\n||50||Wind||Blow west x2\n|-\n||51||Wind||Blow west x5\n|-\n||65||Light||Blinks randomly, normally on\n|-\n||66||Light||Blink each 0.5 second\n|-\n||67||Light||Blink each 1 second\n|-\n||68||Mixed||Deal 20 damage, blink each 0.5 second, Doom\n|-\n||69||Damage||Deal 10 damage, Doom\n|-\n||71||Damage||Deal 5 damage, Doom\n|-\n||72||Light||Pulsate smoothly\n|-\n||74||Door||Close after 30 seconds\n|-\n||75||End||Deal 20 damage and exit before dying\n|-\n||76||Light||Blink each 1 second, synchronized\n|-\n||77||Light||Blink each 0.5 second, synchronized\n|-\n||78||Door||Open and close after 5 minutes\n|-\n||79||Friction||Slippery floor\n|-\n||80||Damage||Deal 20 damage, Doom\n|-\n||81||Light||Flicker\n|-\n||82||Damage||\"Wimpy\" lava damage, Heretic\n|-\n||83||Damage||\"Hefty\" lava damage, Heretic\n|-\n||84||Mixed||Scroll east, lava damage, Heretic\n|-\n||85||Damage||Sludge damage, Heretic\n|-\n||225||Scroll||Scroll east x1\n|-\n||226||Scroll||Scroll east x2\n|-\n||227||Scroll||Scroll east x5\n|-\n||228||Scroll||Scroll east x6\n|-\n||229||Scroll||Scroll east x7\n|-\n||230||Scroll||Scroll north x1\n|-\n||231||Scroll||Scroll north x2\n|-\n||232||Scroll||Scroll north x5\n|-\n||233||Scroll||Scroll north x6\n|-\n||234||Scroll||Scroll north x7\n|-\n||235||Scroll||Scroll south x1\n|-\n||236||Scroll||Scroll south x2\n|-\n||237||Scroll||Scroll south x5\n|-\n||238||Scroll||Scroll south x6\n|-\n||239||Scroll||Scroll south x7\n|-\n||240||Scroll||Scroll west x1\n|-\n||241||Scroll||Scroll west x2\n|-\n||242||Scroll||Scroll west x5\n|-\n||243||Scroll||Scroll west x6\n|-\n||244||Scroll||Scroll west x7\n|}\n\n[[category:Editing reference]]"
                    }
                ]
            }
        }
    }
}