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Build an entity zoo with every entity and figure out what it does
Update the .ent files where nessecary
If an entity / family of entities looks like it'll be a lot of work, break it off into a child issue
entities.ent for entities which appear in the bsp.ENTITIES lump
color_correction
env_dropzone
env_soundscape_triggerable
env_tonemap_controller
env_wind
func_breakable
func_breakable_surf
func_brush
func_window_hint
info_intermission
info_lightprobe
info_player_start
info_replacement_titan_spawn
info_spawnpoint_flag
info_teleport_destination
keyframe_rope
light
light_environment
light_spot
move_rope
npc_turret_mega
npc_turret_mega_bb
phys_ragdollmagnet
prop_bigbrother_panel
prop_exfil_panel
prop_physics
script_marvin_job
trigger_capture_point
trigger_hurt
trigger_indoor_area
trigger_multiple
trigger_once
trigger_out_of_bounds
trigger_soundscape
water_lod_control
worldspawn
environment_entities.ent for entities which appear in maps/bsp_name_env.ent
env_fog_controller
sky_camera
effects_entities.ent for entities which appear in maps/bsp_name_fx.ent
Build an entity zoo with every entity and figure out what it does
Update the
.entfiles where nessecaryIf an entity / family of entities looks like it'll be a lot of work, break it off into a child issue
entities.entfor entities which appear in thebsp.ENTITIESlumpenvironment_entities.entfor entities which appear inmaps/bsp_name_env.enteffects_entities.entfor entities which appear inmaps/bsp_name_fx.entscript_entities.entfor entities which appear inmaps/bsp_name_script.entsound_entities.entfor entities which appear inmaps/bsp_name_snd.entspawn_entities.entfor entities which appear inmaps/bsp_name_spawn.entTitanfall2/entities.ent)