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": "Repulsion_Jumps",
        "continue": "gapcontinue||"
    },
    "warnings": {
        "main": {
            "*": "Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> 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": {
            "208": {
                "pageid": 208,
                "ns": 0,
                "title": "Reportal",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{P2_Title|Reportal}}\n=Overview=\n\n[[File:reportal.gif|frame|Example of a Reportal]]\n\n'''Reportal''' is an exploit of mechanics that is intended to prevent the player from standing within one portal while placing the other one somewhere else. It allows you to gain 200 ups of speed when you pass through a portal.\n\n=Execution=\nThe main idea behind reportalling is to shoot the portal you're entering right after you pass through it (so, for example, if you enter blue portal, you shoot blue portal once you're on orange portal's side). Depending on a type of a surface the entry portal was previously placed on, the execution of reportal slightly differs.\n\nNote: Because of Peer Review patch, '''shooting floor surfaces doesn't give you speed boost'''.\n\n==Entry portal on a wall==\nAim at the portalable wall you see through a portal you want to enter, and then pass through the portal. Once your view is on the other side, shoot the same color of portal you've just entered on aimed surface. If you did it correctly, you should get a speed boost. No speed boost means you did it too late. If you blocked yourself with a portal, it means you were too early.\n\n==Entry portal on a floor==\n{{P2_Video|url=https://www.youtube.com/watch?v=y8X0aDlFv0I|desc=Great floor reportal tutorial by JonnySnapzGaming}}\n:''Example: [[Pit Flings]]'' old route\nStand close to a floor portal, face a portalable wall, and fall through the portal. Once your vision is about to enter the portal, place the same color of portal you are falling through on the portable surface in front of you. If done correctly, you will get noticeable speed boost.\nIf you want to chain multiple floor reportals, remember to place the portal back on a floor.\n\n===Entry portal on a slanted surface===\n:''Example: [[Challenge Mode]] route of [[Laser Catapult]]''\nLook at the portal on slanted surface and then fly through it. Once your view is about to enter the portal, shoot the same color of portal you are falling through. If you did it correctly, you should get a speed boost.\n\nAll of these methods require extremely precise timing of fire that needs to be practiced.\n\n=Pre-patch=\nBefore Peer Review DLC, it was possible to gain speed boost by shooting a floor surface, making floor reportals easy to execute - similar to what we do now with reportals from slanted surface.\n\n=Super Reportal=\n'''Super Reportal''' refers to any combination of glitches that allows you to gain a lot of speed really quickly from multiple reportals.\n\n==Save-Load Super Reportal==\n\n==Single Segmented Super Reportals==\n\n= Technical Explanation =\n\nReportals are an intended mechanic, presumably meant to prevent players using portals to access areas they otherwise couldn't reach or getting stuck inside geometry.\n\nWhen a portal is moved via <code>CPortal_Base2D::NewLocation</code>, provided the moved portal is not a floor portal (this check was added in the Peer Review DLC), it fires <code>CPortal_Base2D::PunchAllPenetratingPlayers</code> on its linked portal. This functions iterates over every player on the server and checks that they are intersecting the portal, and would be stuck in the wall if the portal were removed (this is just a check to confirm that they're actually in the portal hole). If this is the case, the player is \"punched\" out of the portal with 100 velocity in the direction of the portal normal. This seems wrong, as when we perform a reportal we normally get 200 velocity. It turns out the reason for this is a bug in the portal gun code left over from removing Portal 1's placement delay.\n\n<code>CWeaponPortalgun::FirePortal</code> is the function responsible for firing a portal from the portal gun. It has quite a lot of logic in it, but there are two calls which are interesting to us: <code>CProp_Portal::PlacePortal</code> and <code>CProp_Portal::DelayedPlacementThink</code>. In Portal 1, the latter function was called with a delay as a think function. However, when portal gun fire delay was removed for Portal 2, Valve took this call and placed it directly within <code>FirePortal</code> - this makes sense, but since the code also calls <code>PlacePortal</code>, the portal is effectively placed twice. More specifically, both <code>DelayedPlacementThink</code> and <code>PlacePortal</code> run <code>NewLocation</code>, meaning the reportal effectively happens twice, back to back, giving 200 velocity rather than 100. This can be seen through other means of firing portals (e.g. the <code>portal_place</code> command) only giving the player 100ups of velocity. Amusingly, this means reportals, despite being an intended mechanic, are made much more useful by a bug in their implementation.\n\n[[Category:Tricks]]\n[[Category:Exploits]]"
                    }
                ]
            },
            "268": {
                "pageid": 268,
                "ns": 0,
                "title": "Repulsion Intro",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{P2_Infobox|Repulsion Intro|Map_sp_a3_jump_intro.jpg|\n*''Previous Map'' [[Cave Johnson]]\n*''File Name'' sp_a3_jump_intro\n*''Appearance'' [[The Fall]]\n*''Native to Challenge Mode'' Yes\n*''World Record'' {{#p2sr:wr|sp:repulsion intro}}\n*''Least Portals'' {{#p2sr:lp|sp:repulsion intro}}\n*''Next Map'' [[Bomb Flings]]\n}}\n=Overview=\nRepulsion Intro is the 4th chamber of the Chapter 'The Fall', and is the formal introduction of the Blue gel.\n=General Route=\n{{P2_Video|url=https://www.youtube.com/watch?v=IONv8oDwzQE&feature=youtu.be|desc=Setup for Seamshot}}\nThe general route varies depending on the skill level. To complete the first room, a seamshot can be done, portaling through the wall and onto a raised portal surface beyond the first room ending. This skips needing the cube, and is among the fastest ways of completion. Continuing into the second room, elevating to the second level can be approached multiple ways. Amongst the ways are flinging yourself up through a portal on the wall, flinging yourself onto a beam next to the portal surface, and retrieving the cube (intended). \n\nOnce up on the second level, you may hop across using the blue gel to retrieve the cube. Alternatively, you may use a splatter of gel on the left side to jump and grab the cube. From here, you complete the chamber as intended.\n==Seamshot==\n{{P2_Image|RepulsionIntroSeamshot.jpg|Where to aim for the seamshot}}\nThe discovery of the seamshot has replaced the need for the traditional full game route of needing to either button stick, or to do the level as intended. The seamshot is faster than doing Cube Clip Jr. For this to work, portal up to the part of the level with the floor button, and stand in the corner between the two portalable surfaces. From here, orient your crosshair to the intersection of the portable surface, ceiling and back wall. Depending on your method of showing coordinates, line up your <code>x look angle</code> either at <code>-19.907</code> (with <code>sar_hud_angles 1</code>) or a high <code>-19.90</code> (with <code>cl_showpos 1</code>)\n\n'''Look Angle'''\n ang: x = -19.907 with <code>sar_hud_angles 1</code>\n or...\n ang: x = High -19.90 with <code>cl_showpos</code>\n=Challenge Mode Specific=\nThe Challenge Mode route for this chamber varies in multiple ways. Firstly, the button in the first room is glitched by very momentarily activating and de-activating the button, causing the door to stay open. Once the door is stuck open, a portal is shot onto a portal surface from above the fizzler. Next, the runner will retrieve a cube and perform a 'cube clip'. A cube clip is done by letting go of a cube through a portal, and quickly either moving and/or jumping into the cube, causing the game to clip you into a different position. In this case, the game clips us into the second floor of the next chamber, skipping a large portion of the puzzle. \n{{P2_Video|url=https://www.youtube.com/watch?v=z1aK8wFl7MA&feature=youtu.be|desc=Krzyhau's Step DAD setup.}}\n\nOnce the player has clipped through the floor, they will perform a more precise version of the button glitch seen in the General Route. Appropriately named 'Step DAD', this trick is performed by placing yourself on the very edge of the button and pressing the keys D and A in a D-A-D sequence. If successful, the second panel will be flipped despite nothing activating the button. A much easier setup also exists for this trick, which consists of lining up yourself with a part of the button texture, aiming at a certain position and tapping 'w', and then immediately hold A.\n=Full Game Specific=\n==Full Game Dialogue==\nThere are no dialogue cues or [[Elevator Cues]] for this map.\n=History=\n\n[[Category:Maps]]\n[[Category:Singleplayer Maps]]\n[[Category:The Fall]]"
                    }
                ]
            }
        }
    }
}