Project PLASMA FPS

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what is the diffrence between ID and handle?

and it seems to me that generic type is indeed kinda short - I'd sugest we add a complete entity wrapper per default. this includes ALL potential entity properties such as FX, Alpha, Blendmode...................... you know, a whola lotta properties. just include possible sound props and so on. don't be selfish with a hand full of bytes here. and don't forget an action trigger string, this will be flexible. (eg: "elevator min:0.2 max:15.8 speed:0.25
trigger:whatever")

position and rotation and scale are 3 values each. I expect to see 50 or more fields. As a first step let's copy/paste pretty much everything from the "entity control" command reference from the docs.

Ok, from now on lets add everything neccessary.

int Entity Handle
string Entity title
int entity type (mesh, animesh, sound)
string entity file path
string potential texture file path
string Actions
int entitycolor r,g,b
float entityalpha
float entityshininess
int entitytexture
int entityblend
int entityfx
float entityautofade near, far
int entityorder
string entityparent name
float position x,y,z
float scale x,y,z
float rotation p,y,r
int collision flag
int texture flag (used with TextureFilter if set)

int animation mode
float animation speed
float animation transition
string animation starter object name

float channel volume
int channel pitch
string emitter name (or "" for dummy pivot creation)


Please add things I forgot