ENTITYS = {	
	player = {
		aspects = {
			team_owned = {},
			movement = {
				bounciness = 1,
				bounciness_z = 0.1,
			},
			player_input = {},
			health = {
				health = 25,
			},
			crafter = {},
			stats = {},
			hud_health = {
				render_health_w = 16,
				render_health_h = 3,
				render_health_y_offset = 16,
			},
			stamina = {
				stamina = 25,
				stamina_recovery_speed = 4,
			},
			hud_stamina = {
				render_stamina_w = 16,
				render_stamina_h = 1,
				render_stamina_y_offset = 14,
			},
			interpolated = {},
			bipedal_thrust = {
				max_speed = 130,
				acceleration = 25,
				look_speed = 10,
				impact_mass = 100,
			},	
			drop_item = {
				drop_z = 8,			
			},
			use_item = {
				use_item_cooldown = 2,				
			},
			ai_target = {},
			attack = {
				attack_recovery_max = 1,
				attack_recovery_speed = 4,
				attack_shots = 1,
				attack_arc = math.pi*0.25,
				attack_muzzle_speed = 200,
				attack_life_time = 0.1,
				attack_radius = 10,
				attack_z = 4,
				attack_spinup = 0,
				attack_knockback = 0,
			},
			defense = {
				defense_armor = 0,
				defense_resistance = 0,
			},
			shop_customer = {

			},
			block = {
				block_resistance = 5,
				block_stamina = 10,
				block_recovery_speed = 2,
				block_z = 8,
			},
			effect_feedback = {
				feedback_scale = 1.33,
				feedback_z = 16,
			},
			pickup_items = {
				pickup_range = 10,
				pickup_pull_range = 100,
				pickup_pull_speed = 300,
				pickup_pull_acceleration = 100,
				pickup_z = 8,
			},
			team_target = {
				radius = 5,
			},
			shadow_render = {
				sprite_name = "shadow_small",
			},
			lit_by_tile = {},
			light_emitter = {
				light_range = 4,
				light_color = COLORS.playertorch,
			},
			inventory = {},
			level = {},
			angle = {},
			paperdoll_render = {	
				fixed_angle = true,
				render_offset_z = 10,
			},
		},
	},
	projectile = {
		aspects = {
			movement = {},
			angle = {},
			limited_life = {
				life_time = 0.25,
			},
			team_owned = {},
			team_bullet = {
				radius = 2,
			},
			impact_effect = {},
			interpolated = {},
			sprite_composite_render = {	
				angle_offset = math.pi*0.5
			},
		},
	},
	pickup = {
		aspects = {
			angle = {},
			movement = {
				bounciness = 0.5,
				bounciness_z = 0.5,
				gravity = 500,
			},
			interpolated = {},
			item = {},
			pickupable = {},
			hud_info = {},
			hud_name = {},
			ground_friction = {
				ground_friction = 5,
			},
			item_render = {
				item_height = 1,
			},
			lit_by_tile = {},
			shadow_render = {
				sprite_name = "shadow_tiny",
			},
		},
	},
	npc = {
		aspects = {
			team_owned = {},
			movement = {
			},
			health = {
				health = 10
			},
			stamina = {
				stamina = 10,
				stamina_recovery_speed = 1,
			},
			stats = {},
			hud_health = {},
			hud_stamina = {},
			named = {},
			hud_name = {},
			level = {},
			team_target = {
				radius = 5,
			},
			effect_feedback = {

			},
			attack = {
				attack_recovery_max = 1,
				attack_recovery_speed = 4,
				attack_shots = 1,
				attack_arc = math.pi*0.25,
				attack_muzzle_speed = 200,
				attack_life_time = 0.1,
				attack_radius = 5,
				attack_z = 2,
				attack_spinup = 0.25,
				attack_knockback = 4,
			},
			defense = {
				defense_armor = 0,
				defense_resistance = 0,
			},
			bipedal_thrust = {
				max_speed = 80,
				acceleration = 15,
				look_speed = 5,
				impact_resistance = 10,
				impact_mass = 25,
			},
			ai_input = {},
			inventory = {},
			interpolated = {},
			angle = {},
			shadow_render = {
				sprite_name = "shadow_tiny",
			},
			lit_by_tile = {},
			sprite_composite_render = {
				fixed_angle = true,
				render_offset_z = 10,
			},
			container = {},
		},
	},
	monster = {
		aspects = {
			team_owned = {},
			movement = {
				
			},
			health = {
				health = 25,
			},
			stamina = {
				stamina = 12.5,
				stamina_recovery_speed = 1.25,
			},
			stats = {},
			hud_health = {},
			hud_stamina = {},
			named = {},
			hud_name = {},
			level = {},
			team_target = {
				radius = 10,
			},
			effect_feedback = {},
			ai_detection = {
				detection_range = 500,
			},
			ai_tactics = {

			},
			ai_aggression_response_team_change = {

			},
			home_location = {},
			ai_target = {},
			shop_keeper = {},
			bipedal_thrust = {
				max_speed = 50,
				acceleration = 10,
				look_speed = 4,
				impact_resistance = 10,
				impact_mass = 25,
			},
			attack = {
				attack_recovery_max = 1,
				attack_recovery_speed = 2,
				attack_shots = 1,
				attack_arc = math.pi*0.25,
				attack_muzzle_speed = 100,
				attack_life_time = 0.4,
				attack_radius = 5,
				attack_z = 2,
				attack_spinup = 0.75,
				attack_knockback = 8,
			},
			defense = {
				defense_armor = 0,
				defense_resistance = 0,
			},
			ai_input = {},
			inventory = {},
			interpolated = {},
			angle = {},
			shadow_render = {
				sprite_name = "shadow_tiny",
			},
			lit_by_tile = {},
			light_emitter = {
				light_range = 5,
				light_color = COLORS.torch,
			},
			sprite_composite_render = {
				fixed_angle = true,
				render_offset_z = 10,
			},
			container = {},
		},
	},
	destructible = {
		aspects = {
			health = {
				health = 1,
			},
			level = {},
			named = {},
			hud_name = {},
			team_target = {
				radius = 10,
			},
			team_owned = {

			},
			effect_feedback = {

			},
			shadow_render = {
				sprite_name = "shadow_tiny",
			},
			lit_by_tile = {},
			sprite_composite_render = {},
			container = {},
		},
	},
	static = {
		aspects = {
			sprite_composite_render = {},
			lit_by_tile = {},
			team_owned = {},
		},
	},
	bg = {
		aspects = {
			sprite_render = {},
			lit_by_tile = {},
		},
	},
	location = {
		aspects = {
			team_owned = {},
			named = {},
			level = {},
			area_generator = {},
		},
	},
	feedback = {
		aspects = {			
			movement = {
				bounciness = 0.5,
				bounciness_z = 0.5,
				gravity = 200,
			},
			limited_life = {
				life_time = 0.5,
			},
			interpolated = {},			
			hud_text = {},
		},
	},
}