Format is command: argumentName : argumentType remove: ae_forceVoiceOver: animHandle : idMD6Anim* text : char* duration : float ae_hideRenderModel: animHandle : idMD6Anim* ae_hideRenderModelWithFXControl: animHandle : idMD6Anim* stopFX : bool immediateStopFX : bool ae_showRenderModel: animHandle : idMD6Anim* ae_remove: animHandle : idMD6Anim* ae_removeTime: animHandle : idMD6Anim* delay : float ae_activateTarget: anim : idMD6Anim* targetIndex : int ae_activateTargetPlayer: anim : idMD6Anim* targetIndex : int removeSaveGate: poolInterface_PostSpawn: postSpawnComponents: updateGoreComponent: startFX: condition : fxCondition_t stopFX: condition : fxCondition_t stopAllFX: immediateStop : bool spawnStatIncrease: dropEntity: entDef : idDeclEntityDef* user : idEntity* position : idVec3& centerOffset : idVec3& velocity : idVec3& angularVelocity : idVec3& removeAfterMS : int team : gameTeam_t findEntity: newName : char* getName: setName: newName : char* activate: activator : idEntity* activatedThrough: other : idEntity* activateTargets: activator : idEntity* makeActivatable: activatable : bool activator : idEntity* becomeActive: flags : int becomeInactive: flags : int numTargets: getTarget: index : int removeTarget: target : idEntity* addTarget: target : idEntity* randomTarget: ignore : char* bind: master : idEntity* bindPosition: master : idEntity* bindToJoint: master : idEntity* animName : char* jointName : char* bindFlags : bindFlags_t bindToJointFlags: master : idEntity* jointnum : jointIndex_t bindFlags : bindFlags_t fakeAnimMethod: master : idEntity* pAnim : idMD6Anim* jointName : idJointName& bindFlags : bindFlags_t skinColor : idColor& unbind: removeBinds: setOwner: owner : idEntity* setModel: modelname : char* getModel: setContents: contents : int getContents: addContentsFlag: contents : int removeContentsFlag: contents : int setClipMask: mask : int getClipMask: addClipMaskFlag: mask : int removeClipMaskFlag: mask : int setShaderParms: parm0 : float parm1 : float parm2 : float parm3 : float setColorAndAlpha: red : float green : float blue : float alpha : float setColor: red : float green : float blue : float getColor: isHidden: hide: show: hideRenderModel: stopFx : bool immediateStopFx : bool showRenderModel: startSoundShader: shader : idSoundEvent* channel : soundChannel_t stopSound: channel : soundChannel_t fadeSound: channel : soundChannel_t to : float over : float fadePitch: channel : soundChannel_t to : float over : float playVoiceOver: voToPlay : idDeclVoiceOver* channel : soundChannel_t talkerID : char* startSound: event : idSoundEvent* setHighlight: hlColor : highlightColor_t getWorldOrigin: setWorldOrigin: org : idVec3& getOrigin: setOrigin: org : idVec3& localToWorldForOffset: localOffset : idVec3& getAngles: getRenderModelAngles: setAngles: ang : idAngles& getModelForward: getSpawnAxisForward: setLinearVelocity: velocity : idVec3& getLinearVelocity: setAngularVelocity: velocity : idVec3& getAngularVelocity: getSize: getMins: getMaxs: touches: ent : idEntity* restorePosition: setSpawnPosition: spawnPos : idVec3& distanceTo: ent : idEntity* distanceToPoint: point : idVec3& angleTo: ent : idEntity* setCanBecomeDormant: enable : bool teleport: origin : idVec3& angles : idAngles& clampAngles: angles : idAngles& center : idAngles& offset : idAngles& testFunctionality: spawnBind: getClass: isClass: className : char* isSpecificClass: className : char* setRenderParm: parmName : idDeclRenderParm* x : float y : float z : float w : float lerpRenderParm: parm : idDeclRenderParm* x : float y : float z : float w : float timeMS : int lerpRenderParmFrom: parmName : idDeclRenderParm* from : idVec3& from_w : float to : idVec3& to_w : float timeMS : int lerpRenderScale: scale_x : float scale_y : float scale_z : float lerpTimeMS : int accelTimeMS : int deccelTimeMS : int setTakesDamage: takesDamage : bool break: giveItem: item : idDeclInventory* count : int damage: damageDecl : idDeclDamage* damageDir : idAngles& radiusDamage : float multiplier : float activator : idEntity* damageActivator : bool setGravity: newGravity : idVec3& applyImpulse: impulse : idVec3& notifyOfCollision: collider : idEntity* getClosestPointOnLine: startPoint : idVec3& endPoint : idVec3& getBindMaster: getBindParent: isProdBuilding: midnightStarted: _instHandle : instanceHandle midnightInterrupted: _instHandle : instanceHandle _interruptType : idMidnight::InterruptionType_t midnightFinished: _instHandle : instanceHandle midnightSkipped: _instHandle : instanceHandle midnightFailed: _instHandle : instanceHandle addAIEvent: eventDecl : idDeclAiEvent* originator : idEntity* instigator : idEntity* origin : idVec3& delay : gameTime_t touch: other : idEntity* clipModelId : int untouch: other : idEntity* clipModelId : int numEntitiesInVolume: numEntitiesInVolumeByName: subStr : char* numAIsInVolume: numPlayersInVolume: isEntityInVolume: entity : idEntity* volumeMemberAdded: member : idEntity* volumeMemberRemoved: member : idEntity* bossVoiceOverDamageLinePlayed: desiredCooldown : int notice_Suicide: : idPlayerMetrics* : int : idDamageParms* : int notice_DemonSuicide: : idPlayerMetrics* : int : idDamageParms* : int notice_TeamKill: : idPlayerMetrics* : int : int : idDamageParms* : int notice_AIKill: : idPlayerMetrics* : int : int : int : idDamageParms* : int notice_AIAssist: : idPlayerMetrics* : int : int : int : int notice_PlayerKill: : idPlayerMetrics* : int : int : idDamageParms* : idDamageParms* : float : int : int notice_DemonKill: : idPlayerMetrics* : int : int : idDamageParms* : idDamageParms* : int : int notice_GloryKill: : idPlayerMetrics* : int : int : int : idDamageParms* : int notice_LeaderKill: : idPlayerMetrics* : int : int notice_PlayerDeath: : idPlayerMetrics* : int : int : int : idDamageParms* notice_DoubleKill: : idPlayerMetrics* : int : int notice_TripleKill: : idPlayerMetrics* : int : int notice_QuadKill: : idPlayerMetrics* : int : int notice_KillingSpree: : idPlayerMetrics* : int : int notice_Rampage: : idPlayerMetrics* : int : int notice_Dominating: : idPlayerMetrics* : int : int notice_XpGained: : idPlayerMetrics* : int : int : idDeclMetric* notice_PlayerPointCapture: : idPlayerMetrics* : int : int : int notice_DamageToAIEnemy: : idPlayerMetrics* : int : int : float : bool notice_PlayerDamageTaken: : idPlayerMetrics* : int : int : int : idDamageParms* notice_DemonPlayerDamageTaken: : idPlayerMetrics* : int : int : int : idDamageParms* notice_Revive: : idPlayerMetrics* : int : int notice_Incapacitated: : idPlayerMetrics* : int notice_StealthAIKill: : idPlayerMetrics* : int : int notice_ComboAIKill: : idPlayerMetrics* : int : int notice_DefendAIKill: : idPlayerMetrics* : int : int notice_Impressive: : idPlayerMetrics* : int notice_Revenge: : idPlayerMetrics* : int notice_FirstBlood: : idEventReceiver* : int notice_Defense: : idEventReceiver* : int : int : int notice_Offense: : idEventReceiver* : int : int : int notice_PlayerPointCaptureOwnership: : idEventReceiver* : int : int notice_PlayerPointCaptureExtracted: : idEventReceiver* : int : int notice_AirMail: : idPlayerMetrics* : int notice_Pull: : idPlayerMetrics* : int notice_Afterlife: : idPlayerMetrics* : int notice_Denial: : idPlayerMetrics* : int notice_CloseCall: : idPlayerMetrics* : int notice_PlayerRevived: : idEventReceiver* : int : int notice_PlayerIncapacitated: : idEventReceiver* : int : int notice_HeadShotKill: : idEventReceiver* : int notice_ThawedTeammate: : idEventReceiver* : int : int notice_PointCapture: : idMetrics* : idEntity* getJointHandle: jointname : char* hideShowMesh: hide : bool meshName : char* addProxyAnimator: animWeb_SetBlendVar: webHandle : int subWebIndex : int stateIndex : int eventParm : int detachAndRemove: entity : idEntity* removeCopyTarget: entity : idAnimatedEntity* ae_setOutlineVisible: anim : idMD6Anim* enable : bool ae_default: anim : idMD6Anim* ae_sound: anim : idMD6Anim* sound : idSoundEvent* ae_soundTagTracking: anim : idMD6Anim* sound : idSoundEvent* tag : idJointTag& ae_soundNoSkip: anim : idMD6Anim* sound : idSoundEvent* ae_stopSound: anim : idMD6Anim* stopEvent : idSoundEvent* startEvent : idSoundEvent* ae_soundMusic: anim : idMD6Anim* sound : idSoundEvent* ae_pitchedSound: anim : idMD6Anim* sound : idSoundEvent* pitchAdj : float ae_soundWeapon: anim : idMD6Anim* sound : idSoundEvent* ae_soundVoice: anim : idMD6Anim* sound : idSoundEvent* tag : idJointTag& ae_soundVoice2: anim : idMD6Anim* sound : idSoundEvent* tag : idJointTag& ae_soundVoiceHighPrio: anim : idMD6Anim* sound : idSoundEvent* tag : idJointTag& ae_soundBody: anim : idMD6Anim* sound : idSoundEvent* ae_soundBody2: anim : idMD6Anim* sound : idSoundEvent* ae_soundBody3: anim : idMD6Anim* sound : idSoundEvent* ae_soundItem: anim : idMD6Anim* sound : idSoundEvent* ae_playAIVO: anim : idMD6Anim* category : idDeclAIVoiceOver::aiVoiceOverCategory_t voiceOverDecl : idDeclAIVoiceOver* ae_playAIVO_CheckContext: anim : idMD6Anim* category : idDeclAIVoiceOver::aiVoiceOverCategory_t voiceOverDecl : idDeclAIVoiceOver* context : aiFXContext_t invertContextLogic : bool ae_aIEvent: anim : idMD6Anim* eventDecl : idDeclAiEvent* ae_detachEntity: anim : idMD6Anim* entityName : char* ae_detachEntityLater: anim : idMD6Anim* entityName : char* ae_disableClip: anim : idMD6Anim* ae_attachEntity: anim : idMD6Anim* entityName : char* tagName : char* ae_spawnEntityAtTag: anim : idMD6Anim* entDef : idDeclEntityDef* tagName : char* slaveAnimator : bool removeFromOtherAttachPoints : bool ae_setAllowHzChange: anim : idMD6Anim* allow : bool ae_declParticle: anim : idMD6Anim* particleDecl : idDeclParticle* jointName : char* ae_startFX: anim : idMD6Anim* condition : fxCondition_t ae_startFXCustomization: anim : idMD6Anim* condition : fxCondition_t ae_stopFX: anim : idMD6Anim* condition : fxCondition_t ae_stopFXCustomization: anim : idMD6Anim* condition : fxCondition_t ae_trigger: anim : idMD6Anim* entityName : char* ae_damage: anim : idMD6Anim* damageDecl : idDeclDamage* attackerName : char* inflictorName : char* ae_damageEntity: anim : idMD6Anim* damageDecl : idDeclDamage* targetName : char* attackerName : char* inflictorName : char* ae_addBloodSplatter: anim : idMD6Anim* jointName : idJointName& startOffset : idVec3& forceDecalProjection : bool ae_addBloodPool: anim : idMD6Anim* jointName : idJointName& ae_damagePlayer: animHandle : idMD6Anim* damage : idDeclDamage* playerNumber : int percentLifeLeft : float ae_radiusDamage: anim : idMD6Anim* damageDecl : idDeclDamage* tagName : char* ae_arcDamage: anim : idMD6Anim* damageDecl : idDeclDamage* tagName : char* ae_addPlayerWhiplash: anim : idMD6Anim* pitch : float yaw : float roll : float ae_genericApex: jointName : idJointName& ae_pause: anim : idMD6Anim* ae_aFStart: anim : idMD6Anim* ae_aFBeginSync: anim : idMD6Anim* ae_startBlendOutOfSync: anim : idMD6Anim* blendTimeSec : float ae_setControllerShake: anim : idMD6Anim* highMagnitude : float highDuration : int lowMagnitude : float lowDuration : int ae_forceChangeState: anim : idMD6Anim* animPath : char* ae_hideMesh: animHandle : idMD6Anim* meshName : char* ae_showMesh: animHandle : idMD6Anim* meshName : char* ae_showKit: animHandle : idMD6Anim* kitName : char* ae_setMaterial: animHandle : idMD6Anim* meshName : char* materialDecl : idMaterial2* ae_launchProjectileAtTarget: anim : idMD6Anim* declProjectile : idDeclProjectile* jointName : idJointName& targetEntityName : char* targetHead : bool ae_fireWeaponFromDecl: anim : idMD6Anim* declWeapon : idDeclWeapon* ammoDecl : idDeclAmmo* jointName : idJointName& ae_startDOF: anim : idMD6Anim* dof_near : float dof_far : float dof_focus : float lerpTime : int ae_endDOF: anim : idMD6Anim* lerpTime : int ae_clearDOF: anim : idMD6Anim* ae_startBlur: anim : idMD6Anim* blur_radius : float lerpTime : int ae_endBlur: anim : idMD6Anim* lerpTime : int ae_addUICallout: anim : idMD6Anim* declCallout : idDeclUICallout* ae_removeUICallout: anim : idMD6Anim* declCallout : idDeclUICallout* ae_updateEchoProjectorPosition: anim : idMD6Anim* enable : bool ae_setEchoOpacity: anim : idMD6Anim* opacity : float ae_fadeEchoOpacity: anim : idMD6Anim* from : float to : float durationSec : float ae_glitchEcho: anim : idMD6Anim* enable : bool durationSec : float ae_setAchievement: anim : idMD6Anim* stat : gameStat_t ae_clearContents: anim : idMD6Anim* ae_spawnBreakable: animHandle : idMD6Anim* breakable : idDeclEntityDef* tagName : char* ae_lerpToFov: anim : idMD6Anim* goalFov : float timeSec : float ae_bindToTag: anim : idMD6Anim* entityName : char* tagName : char* ae_showEntity: anim : idMD6Anim* ae_showTargetEntity: anim : idMD6Anim* entityName : char* ae_hideEntity: anim : idMD6Anim* ae_hudHide: anim : idMD6Anim* ae_hudShow: anim : idMD6Anim* ae_reticleHide: anim : idMD6Anim* ae_reticleShow: anim : idMD6Anim* ae_hudHideElements: anim : idMD6Anim* hudElements : char* ae_hudPlayBootSequence: anim : idMD6Anim* ae_breakConstraint: anim : idMD6Anim* constraintName : char* impulse : idVec3& ae_breakPoseConstraint: anim : idMD6Anim* constraintChildJoint : idJointName& breakConstraint: constraintName : char* impulse : idVec3& ae_disableTwoLegIKBlend: animHandle : idMD6Anim* ae_enableTwoLegIKBlend: animHandle : idMD6Anim* ae_detonateSelf: anim : idMD6Anim* explosionDecl : idDeclExplosion* changeAnimState: destSubWebName : char* destStateName : char* changeAnimStateVia: destSubWebName : char* destStateName : char* viaSubWebName : char* viaStateName : char* forceAnimState: destSubWebName : char* destStateName : char* blendDurationMS : int changeAnimStateVia2: viaAnimWebPath : idAnimWebPath& destAnimWebPath : idAnimWebPath& changeAnimState2: destAnimWebPath : idAnimWebPath& animState_IsFinished: destSubWebName : char* destStateName : char* setBlendScalar: scalarName : char* scalarValue : float startVoiceOver: talkingTo : idEntity* vo : idDeclVoiceOver* playInCombat : bool ae_voiceOver: animHandle : idMD6Anim* vo : idDeclVoiceOver* ae_holsterItem: animHandle : idMD6Anim* slotName : char* ae_equipItem: animHandle : idMD6Anim* slotName : char* ae_setStage: animHandle : idMD6Anim* pieceIndex : int stageIndex : int ae_itemStartFX: animHandle : idMD6Anim* slotName : char* condition : fxCondition_t ae_itemStopFX: animHandle : idMD6Anim* slotName : char* condition : fxCondition_t ae_goreEnableByName: anim : idMD6Anim* goreName : char* ae_triggerAttachments: animHandle : idMD6Anim* ae_playerControllerShake: animHandle : idMD6Anim* highMag : int highTime : int lowMag : int lowTime : int postSpawn: triggerStuff: activator : idEntity* startTouch: other : idEntity* clipModelId : int facing: other : idEntity* enable: disable: toggleEnableState: getUserData: takeDamageReady: getLengthOnSpline: getParentSpline: fadeOut: time : float explode: explodeParms: attach: detach: physToRest: updatePhysPassThrough: projectileDecl : idDeclProjectile* removeProjectilePhys: launch: removeAIEvents: clientReceivedExplodeState: stopDashFX: notice_EV_EndGloryKill: : idEventReceiver* notice_EV_PropsDroppedNearPlayer: : idEventReceiver* : idEntity* : idEntity* dashDamageBoost: activeTime : int notice_EV_ExplosionSpawn: : idEventReceiver* : idEntity* : idEntity* : idVec3& removeMeteredPips: numPips : int dropsBlocked: numDrops : int playerId : int notice_StartRound: : idEventReceiver* animWeb_ActiveStart: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ReactivateDeactivateEnd: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_LaunchStart: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_LaunchClamped: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_LaunchEnd: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_DeactivateEnd: webHandle : int subWebIndex : int stateIndex : int eventId : int useDeferredPosition: useDeferredPosition : bool spawnWeaponPieceEmitter: setUseDeferredPosition: useDeferred : bool resolveFire: netCheckStopFire: deferredFire: notice_EV_StartGloryKill: : idEventReceiver* notice_PlayerVsPlayerKill: : idEventReceiver* : int : int : int : int : int : idDamageParms* notice_DamageFromSummonedDemon: : idEventReceiver* : int : int : float notice_ModifierEvent: : idActorModifier* : idDeclActorModifier::ActorModifierAttribute_t sendReliableStopFXGameMsg: fxCondition : fxCondition_t leftFoot: rightFoot: numOfItemTypeInInventory: declName : char* giveInventoryItem: declName : char* count : int removeInventoryItem: declName : char* count : int removeAllInventoryItems: getInventorySlotCount: getInventoryDeclByIndex: inventoryIndex : int getInventoryDeclClassName: declName : char* getInventoryDeclMaxCount: declName : char* getAmmoDeclNameForWeapon: weaponDeclName : char* getEquippedWeaponDecl: hideAttachment: slotName : char* showAttachment: slotName : char* isDead: weaponBurstMode: slot : int getWeaponReadyState: increaseHealth: amt : float decreaseHealth: amt : float needsHealth: pauseWeapon: slot : equipSlot_t unpauseWeapon: slot : equipSlot_t gibbed: unequipAndDeleteDroppedItem: slot : equipSlot_t ae_leftFoot: animHandle : idMD6Anim* ae_rightFoot: animHandle : idMD6Anim* ae_leftRearFoot: animHandle : idMD6Anim* ae_rightRearFoot: animHandle : idMD6Anim* ae_leftHandImpact: animHandle : idMD6Anim* ae_rightHandImpact: animHandle : idMD6Anim* ae_land: animHandle : idMD6Anim* animForcedFootStepType : footStepType_t ae_startRagdoll: animHandle : idMD6Anim* velocityTime : int slomoStartTime : int slomoEndTime : int ae_freeAttachments: animHandle : idMD6Anim* ae_unbindAttachments: animHandle : idMD6Anim* ae_unbindLastAttachment: animHandle : idMD6Anim* ae_attachmentsStartFX: animHandle : idMD6Anim* condition : fxCondition_t delayInSeconds : float ae_attachmentsStopFX: animHandle : idMD6Anim* condition : fxCondition_t delayInSeconds : float ae_hideAttachment: animHandle : idMD6Anim* slotName : char* ae_showAttachment: animHandle : idMD6Anim* slotName : char* ae_spawnAttachment: animHandle : idMD6Anim* entDef : idDeclEntityDef* tagName : char* ae_dropWeapons: animHandle : idMD6Anim* ae_giveInventoryItem: anim : idMD6Anim* decl : idDeclInventory* count : int ae_removeInventoryItem: anim : idMD6Anim* decl : idDeclInventory* count : int saveCorpseToMap: entityNumber_ : int ae_goreEnableFullBodyByName: anim : idMD6Anim* goreName : char* timeMS : int ae_dropToGround: anim : idMD6Anim* breakConstraint_TwoImpulses: constraintName : char* impulse0 : idVec3& impulse1 : idVec3& applyAtAnchorPosition : bool startRagdoll: startDeathSmokeFX: aFBeginSync: goreEnable: goreWound : idDeclGoreWound* goreEnableFullBodyByName: goreName : char* setupCorpse: beginFadeCorpse: beginCorpseRemoval: setupCloneGore: handsHitReactions_ReturnedToDefaultState: webHandle : int subWebIndex : int stateIndex : int eventId : int equipmentLauncherBurstFire: slot : equipSlot_t launchEquipmentLauncher: slot : equipSlot_t ae_handsSuppressAllAdditiveAnims: anim : idMD6Anim* enable : bool ae_handsStartJointMeleeTrace: anim : idMD6Anim* slotName : char* jointName : char* ae_handsStartMeleeTraceSlash: anim : idMD6Anim* slotName : char* tagName : char* ae_handsStartMeleeTraceTag: anim : idMD6Anim* slotName : char* tagName : char* ae_handsEndMeleeTrace: anim : idMD6Anim* ae_startMeleeLunge: anim : idMD6Anim* ae_stopMeleeLunge: anim : idMD6Anim* ae_testGloryKill: anim : idMD6Anim* ae_startAdvancedScreenShake: anim : idMD6Anim* shakeDecl : idDeclAdvancedViewShake* ae_startScreenShake: anim : idMD6Anim* shakeDecl : idDeclViewShake* ae_meleeSound: anim : idMD6Anim* sound : idSoundEvent* ae_soundSetRTPC: anim : idMD6Anim* parameter : char* val : float ae_soundSetWeaponRTPC: anim : idMD6Anim* parameter : char* val : float ae_playWeaponLoadedSound: anim : idMD6Anim* ae_stopWeaponLoadedSound: anim : idMD6Anim* ae_fireWeaponRight: anim : idMD6Anim* ae_dryfireWeaponRight: anim : idMD6Anim* ae_fireWeaponRightPrimaryOnly: anim : idMD6Anim* ae_fireWeaponRightSecondaryOnly: anim : idMD6Anim* ae_fireWeaponRightForceSecondary: anim : idMD6Anim* ae_releaseWeaponTrigger: anim : idMD6Anim* ae_fireWeaponRightBurstShot: anim : idMD6Anim* ae_reloadWeaponRightSavedAmmo: anim : idMD6Anim* ae_reloadWeaponRight: anim : idMD6Anim* ae_reloadWeaponRightForce: anim : idMD6Anim* ae_reloadWeaponFullAmmoRight: anim : idMD6Anim* ae_handsEquipInventoryItem: anim : idMD6Anim* item : idDeclInventory* ae_handsUnequipInventoryItem: anim : idMD6Anim* item : idDeclInventory* ae_handsUnequipInventoryItemInSlot: anim : idMD6Anim* slotName : char* ae_attachTempInventoryItem: anim : idMD6Anim* slotName : char* inventoryItem : idDeclInventory* ae_detachTempInventoryItem: anim : idMD6Anim* slotName : char* ae_startThrowItem: anim : idMD6Anim* slotName : char* ae_attachThrowItem: anim : idMD6Anim* slotName : char* ae_throwItem: anim : idMD6Anim* ae_throwWeapon: anim : idMD6Anim* ae_throwThrowItem: anim : idMD6Anim* slotName : char* ae_launchEquipmentLauncher: anim : idMD6Anim* slotName : char* ae_launchGroundslam: anim : idMD6Anim* ae_endThrowItem: anim : idMD6Anim* ae_useQueuedEquipmentItem: anim : idMD6Anim* ae_dropItem: anim : idMD6Anim* slotName : char* ae_hideHandsInstantly: anim : idMD6Anim* ae_hideMeshForSlot: anim : idMD6Anim* slotName : char* meshName : char* ae_showMeshForSlot: anim : idMD6Anim* slotName : char* meshName : char* ae_hudHide_Hands: anim : idMD6Anim* ae_hudShow_Hands: anim : idMD6Anim* ae_clearItem: anim : idMD6Anim* slotName : char* ae_setUpdateItemPosition: anim : idMD6Anim* slotName : char* shouldPositionUpdate : bool ae_zoomIn: anim : idMD6Anim* ae_zoomOut: anim : idMD6Anim* ae_zoomInhibitOn: anim : idMD6Anim* ae_zoomInhibitOff: anim : idMD6Anim* ae_hideInhibitOn: anim : idMD6Anim* ae_hideInhibitOff: anim : idMD6Anim* ae_interruptTransitionForMelee: anim : idMD6Anim* ae_setInterruptible: anim : idMD6Anim* val : int ae_setInterruptibleForWeaponSwitch: anim : idMD6Anim* ae_setNewModUsable: anim : idMD6Anim* val : int ae_forceReadyToFire: anim : idMD6Anim* ae_meleeNextStageWindowOpen: anim : idMD6Anim* ae_meleeNextStageWindowClose: anim : idMD6Anim* ae_equipWeapon: anim : idMD6Anim* weaponDecl : idDeclWeapon* ae_unequipWeapon: anim : idMD6Anim* weaponDecl : idDeclWeapon* ae_weaponGUIShow: anim : idMD6Anim* show : bool ae_rememberCurrentWeaponRight: anim : idMD6Anim* ae_equipRememberedWeaponRight: anim : idMD6Anim* ae_equipDefaultMeleeWeapon: anim : idMD6Anim* ae_unequipDefaultMeleeWeapon: anim : idMD6Anim* ae_equipNextWeaponRight: anim : idMD6Anim* ae_equipNextWeaponLeft: anim : idMD6Anim* ae_equipDoomBlade: anim : idMD6Anim* ae_equipDoom5MeleeFists: anim : idMD6Anim* ae_hideHandsItem: anim : idMD6Anim* ae_startCameraShake: anim : idMD6Anim* declViewShake : idDeclViewShake* ae_attachCamera: anim : idMD6Anim* jointName : idJointName& durationMode : duration_t lookMode : lookMode_t blendMode : blendMode_t ae_detachCamera: anim : idMD6Anim* ae_startSlowMotion: anim : idMD6Anim* easeInSecs : float easeOutSecs : float timeScale : float ae_stopSlowMotion: anim : idMD6Anim* ae_forceLandingEffect: anim : idMD6Anim* ae_additiveAnimStartBlendOut: anim : idMD6Anim* ae_startFX_Hands: anim : idMD6Anim* condition : fxCondition_t recievers : handsItemTypes_t ae_stopFX_Hands: anim : idMD6Anim* condition : fxCondition_t recievers : handsItemTypes_t ae_swapPointingHands: anim : idMD6Anim* ae_ejectShell: anim : idMD6Anim* ae_ejectShell2: anim : idMD6Anim* ae_ejectShellLeft: anim : idMD6Anim* ae_ejectShellRight: anim : idMD6Anim* ae_ejectShellPrimaryOnly: anim : idMD6Anim* ae_ejectShellLeftPrimaryOnly: anim : idMD6Anim* ae_ejectShellRightPrimaryOnly: anim : idMD6Anim* ae_ejectShellSecondaryOnly: anim : idMD6Anim* ae_ejectShellLeftSecondaryOnly: anim : idMD6Anim* ae_ejectShellRightSecondaryOnly: anim : idMD6Anim* ae_weaponClearCollapsibleJoints: anim : idMD6Anim* ae_weaponAnimUpdateAmmo: anim : idMD6Anim* ae_weaponAnimFireAmmo: anim : idMD6Anim* ae_weaponAnimReloadAmmo: anim : idMD6Anim* ae_weaponAnimResetAmmo: anim : idMD6Anim* ae_weaponRequiresReload: anim : idMD6Anim* flag : bool ae_weaponThrowIgnoresIsReloading: anim : idMD6Anim* ae_weaponSwitchOnEmpty: anim : idMD6Anim* sound : idSoundEvent* ae_chainsawSetState: anim : idMD6Anim* state : idChainsaw::idChainsawState ae_quickChainsawSwipeStarted: anim : idMD6Anim* ae_quickChainsawSwipeEnded: anim : idMD6Anim* ae_chainsawPullCord: anim : idMD6Anim* ae_changeHandsFOVScale: anim : idMD6Anim* fovScaleToChangeTo : float ae_resetHandsFOVScale: anim : idMD6Anim* ae_updateSwimHiddenMeshes: anim : idMD6Anim* ae_showAllHandsMeshes: anim : idMD6Anim* ae_showHandMeshesForRightWeapon: anim : idMD6Anim* ae_chainsawSetRevValue: anim : idMD6Anim* rev : int ae_setControllerRumble: anim : idMD6Anim* declRumble : idDeclRumble* ae_clearControllerRumble: anim : idMD6Anim* declRumble : idDeclRumble* ae_clearAllControllerRumble: anim : idMD6Anim* ae_setMovementDuringCustomAnim: anim : idMD6Anim* disableMovement : bool ae_setHandsDepthHack: anim : idMD6Anim* val : float ae_resetHandsDepthHack: anim : idMD6Anim* ae_handsWeaponFireFinished: anim : idMD6Anim* ae_blockFireModeChange: anim : idMD6Anim* ae_unblockFireModeChange: anim : idMD6Anim* animWeb_ThrowItemEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_MeleeEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_CrucibleMeleeRightSwingBegun: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_CrucibleMeleeLeftSwingBegun: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_CrucibleMeleeSwingEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_MeleeToShoot: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ShootStarted: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_DryfireEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ShootEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ShootEndedReloadStarted: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ShootDelayEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ShootEndedReloadEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ChangeWeaponBringdownEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ChangeWeaponEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_GenericHideEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ChangeWeaponModStarted: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ShowHiddenMeshes: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ChangeWeaponModEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ChainsawStopCuttingEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_CustomAnimEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ChainsawQuickAnimStarted: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ChainsawQuickAnimEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_BlendToChargeStarted: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_BlendToChargeEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_BlendFromChargeEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_ShootEndedBlendToChargeEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int ae_setInvulnerability: anim : idMD6Anim* durationMs : int ae_removeInvulnerability: anim : idMD6Anim* resizePool: entDef : idDeclEntityDef* updateVisuals: changeCurrentWaterThresholdState: wState : waterThresholdState_t setShader: shadername : char* setLightParms: parm0 : float parm1 : float parm2 : float parm3 : float setRadiusXYZ: x : float y : float z : float setRadius: radius : float on: off: fadeOutLight: time : float fadeInLight: time : float fadeWithTable: fadeDeclTable : idDeclTable* time : float postOff: syncEnd: anim : idMD6Anim* delayType : syncDelayType_t seconds : float isAbort : bool syncStart: syncName : char* activator : idEntity* syncChangeState: syncName : char* syncBindParticipant: participantIndex : int isAnimBlending: startSlowMotion: slowMoTable : idDeclTable* duration : float abortSync: cleanUpAnimatedEnity: animatedEntity : idAnimatedEntity* detachCopyTarget: ae_syncScaleAnimRate: anim : idMD6Anim* jointName : idJointName& ae_syncRestAnimRate: anim : idMD6Anim* jointName : idJointName& ae_syncStartWindow: anim : idMD6Anim* inputWindow : inputWindow_t inputType : playerInput_t inputMode : inputMode_t targetRate : float ae_syncStartInput: anim : idMD6Anim* inputWindow : inputWindow_t inputType : playerInput_t inputMode : inputMode_t targetRate : float ae_syncEndInput: anim : idMD6Anim* inputWindow : inputWindow_t inputType : playerInput_t inputMode : inputMode_t targetRate : float ae_syncRandomInputWindow: anim : idMD6Anim* inputWindow : inputWindow_t inputType : playerInput_t inputMode : inputMode_t earliestStartFrame : int duration : int ae_syncAfterRandomInputWindow: anim : idMD6Anim* inputWindow : inputWindow_t inputType : playerInput_t inputMode : inputMode_t duration : int ae_syncForceStateOnLose: anim : idMD6Anim* inputWindow : inputWindow_t ae_syncForceStateOnDamage: anim : idMD6Anim* inputWindow : inputWindow_t damageThreshold : float ae_syncForceStateOnDeath: anim : idMD6Anim* inputWindow : inputWindow_t ae_syncWindowHealthSpec: anim : idMD6Anim* inputWindow : inputWindow_t op : compareOp_t health : float ae_syncBindParticipant: anim : idMD6Anim* participantIndex : int ae_syncEnd: anim : idMD6Anim* delayType : syncDelayType_t seconds : float ae_syncActivateTarget: anim : idMD6Anim* targetIndex : int ae_syncActivateTargetPlayer: anim : idMD6Anim* targetIndex : int ae_syncInterpolateToTarget: anim : idMD6Anim* entityName : char* timeMS : int ae_animSyncDeltaCorrectionEndPos: anim : idMD6Anim* goalTranslation : animEventBool_t goalRotation : animEventBool_t jointName : idJointName& ae_teleportParticipantsToTarget: anim : idMD6Anim* entityName : char* ae_lerpParticipantRenderScale: anim : idMD6Anim* jointName : idJointName& scaleFactor : idVec3& lerpTimeMS : int lerpAccelDeccelTimeMS : int ae_animSyncStartDeltaCorrection: anim : idMD6Anim* jointName : idJointName& ae_animSyncBoundsJointReference: anim : idMD6Anim* jointName : idJointName& ae_gloryKillDamage: anim : idMD6Anim* damageType : idDeclDamage* ae_syncChangeState: anim : idMD6Anim* syncSubWebName : char* syncStateName : char* ae_dropFatLoot: anim : idMD6Anim* lootRestriction : lootDropRestriction_t stopLootDrop : bool ae_finalAttackerPosition: anim : idMD6Anim* jointName : idJointName& animWeb_SyncEnd: webHandle : int subWebIndex : int stateIndex : int eventId : int ae_consumeNonGuiInput: anim : idMD6Anim* inputValid : bool ae_hideParticipant: anim : idMD6Anim* participantType : int ae_hideParticipant_ByIndex: anim : idMD6Anim* index : int checkpointReloaded: notice_EntityRemoved: : idEventReceiver* interactStateEnter: stateStr : char* forceIntroBringup: forceIntroAccentBringup: notice_PropUsed: : idEventReceiver* : idEntity* : idEntity* notice_PlayerRespawn: : idEventReceiver* : idEntity* notice_PersonalTeleporterUsed: : idEventReceiver* : idEntity* : idEntity* notice_EndRound: : idEventReceiver* notice_DemonRunePostShow: : idEventReceiver* notice_DemonPlayerCreated: : idEventReceiver* : int clearDesiredDossierPage: skillUpgradeAwarded: skipCinematic: showArgentSelection: showRuneTrialStart: showDeathScreen: disableEscMenu: disable : bool requestNightmareMarkers: throwWeapon: weaponEnt : idEntity* requestSuicide: noPlayerDeath: enable : bool getPlayerHealth: getPlayerMaxHealth: getPlayerShields: getPlayerMaxShields: addCodexEntry: codex : idDeclCodexEntry* touchedBouncePad: bouncePadEntity : idEntity* bouncePadDestinationEntity : idEntity* touchedTeleporter: teleporterEntity : idEntity* teleporterDestinationEntity : idEntity* trackEntity: entity : idEntity* percent : float getUserButtons: getUserMove: getUserAngles: getViewAngles: includeWeaponKick : bool setViewAngles: vAngles : idAngles& getViewPos: isPlayerOnGround: updateInventoryItems: doesPlayerHavePerk: declName : char* isPlayerPerkActive: declName : char* givePlayerPerk: declName : char* activatePlayerPerk: declName : char* giveCodex: entry : idDeclCodexEntry* startSpectatingTeammate: enableWeapon: disableWeapon: meleeAttack: equipItem: decl : idDeclInventory* scalePlayerDamage: damageScale : float duration : float setGameStateInt: gameStateName : char* inValue : int getGameStateInt: gameStateName : char* setDeathTrigger: name : char* nextMap: mapName : char* checkpoint : char* getInitialLayersIfFirstLoad : bool devMap: mapName : char* spawnSpot : char* layersActive : char* endRevive: resumeLiving: respawn: teleport_TouchTriggers: origin : idVec3& angles : idAngles& postTeleportTC: origin : idVec3& postFastTravel: reInitHands: endFastTravel: fastTravelUnlockControls: respawnWithFade: spawnSpot : char* fadeTimeMS : int fadeView: color : idVec3& alpha : float fadeTimeMS : int fadeOutView: color : idVec3& alpha : float fadeTimeMS : int setForceInhibitControl: shouldInhibit : bool enableFPHands: enable : bool enableFPHandsAndHUD: enable : bool enableFPHandsWithIntroBringup: enableFPHandsWithIntroAccentBringup: disableFPHandsExtraSlow: forcePraetorHandsAndBody: force : bool carry_ShowHands: kill: doHudInitialFlash: endSpecificTutorial: decl : idDeclTutorialEvent* setAntiGravity: enable : bool setVulnerabilityMod: mod : float getFocusEntity: enableBodyReactions: enable : bool enableBodyReaction: reactionType : idPlayerBodyReactionType_t enable : bool getBodyReactionsEnabled: playBodyReaction: reactionCenter : idVec3& reactionName : char* playBodyReactionFromType: reactionCenter : idVec3& reactionType : idPlayerBodyReactionType_t playerViewEffect: time : int viewEffectType : playerViewEffectType_t width : float height : float screenX : float screenY : float playerWhiplash: radius : float magnitude : float inFOV: otherEnt : idEntity* cosineOfFOVAngle : float playerBecameDemon: demonReturnedtoPlayer: ae_bringDownFinished: animHandle : idMD6Anim* ae_wallClimbEffect: animHandle : idMD6Anim* type : footStepType_t ae_hideWeapon: anim : idMD6Anim* ae_showWeapon: anim : idMD6Anim* ae_attachReviveItem: animHandle : idMD6Anim* ae_activateReviveItem: animHandle : idMD6Anim* ae_attachEquippedWeapon: animHandle : idMD6Anim* ae_reviveAttachmentStartFX: animHandle : idMD6Anim* cond : fxCondition_t ae_reviveSound: animHandle : idMD6Anim* sound : idSoundEvent* ae_showThrowItem: animHandle : idMD6Anim* ae_hideThrowItem: animHandle : idMD6Anim* ae_startCalculateLedgeGrabHandOffset: animHandle : idMD6Anim* alignJoint : idJointName& originJoint : idJointName& animWeb_LedgeGrabEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_LedgeGrabStarted: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_MonkeyBarEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_MonkeyBarStarted: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_DashingStarted: webHandle : int subWebIndex : int stateIndex : int eventId : int ae_releasePlayerFromSync: anim : idMD6Anim* ae_prowlerVictimCameraClear: anim : idMD6Anim* ae_syncDealtLethalBlow: anim : idMD6Anim* optionalGoreWound : char* giveItemsFromLoadout: invLoadout : idDeclDevInvLoadout* fireOnslaughtProjectile: equipSlot : equipSlot_t fireParmsIndex : int statusEffectAdd: decl : idDeclStatusEffect* statusEffectRemove: decl : idDeclStatusEffect* statusEffectStart: decl : idDeclStatusEffect* statusEffectEnd: decl : idDeclStatusEffect* teleporterCooldownStart: teleporterCooldownFinished: damagePlayer: player : idPlayer* isUpright: setUsable: usable : bool setUsePercent: amount : float getUsePercent: setRateOfIncrease: rate : float setRateOfDecrease: rate : float isAtRest: numPickupHands: fade: from : float to : float secs : float pulse: breakIt: notice_BeginGame: : idEventReceiver* notice_EV_StartTouch: : idEventReceiver* : idEntity* : int notice_EV_Touch: : idEventReceiver* : idEntity* : int notice_EV_Untouch: : idEventReceiver* : idEntity* : int damageBreak: resetPropPhysics: applyVelocity: clearProhibitedPlayerMask: getNumSplineChildren: getSplineChild: index : int getNextSplineChild: splineLength : float getClosestSplineChild: splineLength : float getSplineLength: getDistanceAlongPath: worldPos : idVec3& lastDistance : float searchWidth : float interval : float getPositionAlongPath: distance : float getDirectionAlongPath: distance : float deactivate: countInGroup: groupName : char* averageHealthInGroup: groupName : char* highestHealthInGroup: groupName : char* lowestHealthInGroup: groupName : char* setCurrentlyUsable: setusable : bool setEnabledState: enable : bool notice_EV_VolumeMemberAdded: : idEventReceiver* : idEntity* notice_EV_VolumeMemberRemoved: : idEventReceiver* : idEntity* openPortal: rampTimeSeconds : float closePortal: rampTimeSeconds : float postClone: ent : idEntity* fadeNoStipple: from : float to : float secs : float crush: blockingEntity : idEntity* resetTarget: triggerShow: getSmokeSystemRate: setSmokeSystemRate: smokeRate : int setRenderModelScale: scale : idVec3& randomPath: addSpline: spline : idEntity* sampleCount : int targetAction: activator : idEntity* modifyCount: value : int getCurrentCount: getLimitCount: intro_KillAI: enemy : idEntity* doTransition: deferredDummyFire: projDecl : idDeclProjectile* doFastTravelUnlock: activator : idEntity* vegaChallengeCompleted: notice_DoCheckpoint: : idEventReceiver* : char* doCheckpoint: activator : idEntity* getNumEntityDefs: getLastSpawned: isSpawnAvailable: spawnReference : idEntity* spawnEntity: spawnReference : idEntity* getTimeTillAvailable: timeOffsetForOtherFailure : int aISpawned: aiSpawned : idAI2* entitySpawned: entitySpawned : idEntity* postSpawnTimeline: broadcastEndInteraction: checkActiveFlags: handleDormancyChange: dormant : bool interactableAction: action : idInteractionAction_t requester : idEntity* notice_PlayerFullHealth: : idEventReceiver* : int notice_PlayerFiringShot: : idEventReceiver* : int resolveUnTouch: ae_interactableAction: anim : idMD6Anim* action : idInteractionAction_t ae_activateTargetsLastUser: animhandle : idMD6Anim* ae_hide: anim : idMD6Anim* milliseconds : int ae_dropLoot: animHandle : idMD6Anim* dropLootEntity: entDef : idDeclEntityDef* user : idEntity* origin : idVec3& removeAfterTime : int launchPower : float pickupDelay : int launchModSwapTutorial: isFinalModForCategory : bool reset: startAnim: animIndex : int showExternalEntity: bindActivator: activator : idEntity* releaseActivator: activator : idEntity* doMapTransition: activator : idEntity* vegaTrainingResult: activator : idEntity* vegaTrainingDeactivate: activator : idEntity* ae_showRuneMenu: anim : idMD6Anim* ae_disableCollision: anim : idMD6Anim* ae_enableCollision: anim : idMD6Anim* exitArcade: playDoom: expansion : int animWeb_LeftCycleEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int animWeb_RightCycleEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int handsHitReactions_ReactionEnded: webHandle : int subWebIndex : int stateIndex : int eventId : int ae_bringUpComplete: anim : idMD6Anim* ae_multiplayerStartMeleeTrace: anim : idMD6Anim* tagName : char* damageDecl : idDeclDamage* ae_multiplayerEndMeleeTrace: anim : idMD6Anim* ae_legsCrossing: anim : idMD6Anim* ae_sprintTransitionPlaying: anim : idMD6Anim* playing : int ae_showMeshKit: anim : idMD6Anim* kitType : meshKitComponents_t name : char* ae_hideMeshKit: anim : idMD6Anim* kitType : meshKitComponents_t name : char* closeoutDeath: ae_fKPoseFrame: anim : idMD6Anim* ae_fKPoseFrame_Explicit: anim : idMD6Anim* orientationTagName : char* effectorTagName : char* ae_aIReleaseTrigger: anim : idMD6Anim* slotName : char* ae_aIPullTrigger: anim : idMD6Anim* slotName : char* checkValid : bool ae_setMasterWeaponSlot: anim : idMD6Anim* slot : equipSlot_t ae_setFireMode: anim : idMD6Anim* mode : aiFireMode_t slot : equipSlot_t ae_setSuppressAimDownMuzzle: anim : idMD6Anim* suppress : bool ae_kill: anim : idMD6Anim* damageType : idDeclDamage* ae_launchItem: anim : idMD6Anim* jointName : idJointName& ae_launchItemFromLocation: anim : idMD6Anim* key : char* ae_launchExistingItemFromLocation: anim : idMD6Anim* locationKey : char* itemKey : char* resetGravity : bool ae_launchItemFromWeapon: anim : idMD6Anim* jointName : idJointName& tagName : char* ae_launchLoopEnd: anim : idMD6Anim* jointName : idJointName& ae_canDropProjectile: anim : idMD6Anim* ae_dropProjectiles: anim : idMD6Anim* ae_activateLootDropForEnemy: anim : idMD6Anim* ae_equipInventoryItem: anim : idMD6Anim* itemIndex : int ae_holsterInventoryItem: anim : idMD6Anim* itemIndex : int ae_dropAttachment: anim : idMD6Anim* slotName : char* ae_enableHeadTracking: anim : idMD6Anim* ae_disableHeadTracking: anim : idMD6Anim* ae_enableDeathAnimations: anim : idMD6Anim* ae_disableDeathAnimations: anim : idMD6Anim* ae_enableStaggeringPain: anim : idMD6Anim* ae_disableStaggeringPain: anim : idMD6Anim* ae_suppressHeadTracking: anim : idMD6Anim* foci : aiFoci_t ae_unsuppressHeadTracking: anim : idMD6Anim* foci : aiFoci_t ae_addFocusTrackingFlags: anim : idMD6Anim* foci : aiFoci_t flags : aiFocusInfoFlags_t ae_removeFocusTrackingFlags: anim : idMD6Anim* foci : aiFoci_t flags : aiFocusInfoFlags_t ae_snapHeadTrackingToAnim: anim : idMD6Anim* foci : aiFoci_t snap : bool ae_enableWorldCollision: anim : idMD6Anim* ae_disableWorldCollision: anim : idMD6Anim* ae_enableDamage: anim : idMD6Anim* ae_disableDamage: anim : idMD6Anim* ae_enableMeatHook: anim : idMD6Anim* ae_disableMeatHook: anim : idMD6Anim* ae_enableIK: anim : idMD6Anim* ae_disableIK: anim : idMD6Anim* ae_startSphereModelTrace: anim : idMD6Anim* jointGroupName : char* damageDecl : idDeclDamage* stopFirstHit : bool ae_endSphereModelTrace: anim : idMD6Anim* ae_startSphereModelTraceWithLifetime: anim : idMD6Anim* jointGroupName : char* damageDecl : idDeclDamage* stopFirstHit : bool lifetimeMS : int ae_startSphereModelTraceWithAutoStop: anim : idMD6Anim* jointGroupName : char* damageDecl : idDeclDamage* stopFirstHit : bool ae_showShieldAttachment: anim : idMD6Anim* rechargeShield : bool name : char* ae_hideShieldAttachment: anim : idMD6Anim* name : char* ae_rechargeShield: anim : idMD6Anim* healthFraction : float ae_startJetPackFX: anim : idMD6Anim* ae_stopJetPackFX: anim : idMD6Anim* ae_setLookFocusOffset: anim : idMD6Anim* offset : idVec3& ae_setAimFocusOffset: anim : idMD6Anim* offset : idVec3& ae_setLookFocusRotationOffset: anim : idMD6Anim* pitch : float yaw : float roll : float ae_setAimFocusRotationOffset: anim : idMD6Anim* pitch : float yaw : float roll : float ae_blendIntoFocusOffsetYaw: anim : idMD6Anim* focusType : aiFoci_t yaw : float blendSeconds : float ae_endFocusOffsetYaw: anim : idMD6Anim* focusType : aiFoci_t blendSeconds : float ae_aimSweep_Setup: anim : idMD6Anim* yaw : float roll : float rate : float ae_aimSweep_Go: anim : idMD6Anim* ae_startWeaponFX: anim : idMD6Anim* condition : fxCondition_t ae_stopWeaponFX: anim : idMD6Anim* condition : fxCondition_t ae_setDefaultMoveMode: anim : idMD6Anim* ae_setFullDeltaGravityMovementMode: anim : idMD6Anim* ae_setFullDeltaMovementMode_NoGravity: anim : idMD6Anim* ae_fullBodyGibExplosion: anim : idMD6Anim* jointName : idJointName& damageDecl : idDeclDamage* ae_explode: anim : idMD6Anim* tagName : char* ae_popOffArmor: anim : idMD6Anim* damageGroupName : char* chance : int ae_setArmor: anim : idMD6Anim* damageGroupName : char* armor : float ae_setHealth: anim : idMD6Anim* val : float ae_healHealth: anim : idMD6Anim* val : float ae_damageHealth: anim : idMD6Anim* val : float ae_takeDamage: anim : idMD6Anim* damageDecl : idDeclDamage* ae_playerScoreEvent: anim : idMD6Anim* scoringEvent : aiPlayerScoreEvent_t ae_setAimFocusToEnemy: anim : idMD6Anim* ae_setDeltaScale: anim : idMD6Anim* deltaScale : idVec3& ae_animDeltaCorrection: anim : idMD6Anim* idealPoint : aiAnimDCIdealPoint_t idealDir : aiAnimDCIdealDir_t correctGravity : animEventBool_t ae_animDeltaCorrectionEnd: anim : idMD6Anim* endTranslation : animEventBool_t endRotation : animEventBool_t jointName : idJointName& ae_animDeltaCorrectionGoal: anim : idMD6Anim* goalTranslation : animEventBool_t goalRotation : animEventBool_t jointName : idJointName& jointTag : idJointTag& ae_animDeltaCorrectionSetFlags: anim : idMD6Anim* flags : aiAnimDCFlags_t ae_animDeltaCorrectionRotationRate: anim : idMD6Anim* rotationRateMax : float rotationScaleMin : float rotationScaleMax : float ae_animDeltaCorrectionGoal_new: anim : idMD6Anim* idealPoint : aiAnimDCIdealPoint_t idealDir : aiAnimDCIdealDir_t jointName : idJointName& jointTag : idJointTag& ae_animDeltaCorrectionMarkRefPoint: anim : idMD6Anim* refPoint : aiAnimDCStoredRefPoint_t refDir : aiAnimDCStoredRefDir_t predictSeconds : float jointName : idJointName& jointTag : idJointTag& ae_aDC_TranslationMaxScale: anim : idMD6Anim* maxScale : float ae_aDC_TranslationMaxCorrectionPerFrame: anim : idMD6Anim* maxCorrectionPerFrame : idVec3& ae_aDC_TranslationMinMaxCorrectionPerFrame: anim : idMD6Anim* minCorrectionPerFrame : idVec3& maxCorrectionPerFrame : idVec3& ae_aDC_TranslationMaxTranslationPerFrame: anim : idMD6Anim* maxTranslationPerFrame : idVec3& ae_jointKeyframe: anim : idMD6Anim* flags : jointKeyframeFlags_t jointName : idJointName& jointTag : idJointTag& ae_endSplineTargetingSequence: anim : idMD6Anim* targetingSequenceName : char* ae_animReleaseWaitHandle: anim : idMD6Anim* ae_animComplete: anim : idMD6Anim* ae_cycle: anim : idMD6Anim* ae_phaseMarker: anim : idMD6Anim* markerType : animPhaseMarker_t ae_phaseMarker_Triped: anim : idMD6Anim* markerType : animPhaseMarker_Triped_t ae_phaseMarker_Quad: anim : idMD6Anim* markerType : animPhaseMarker_Quad_t ae_goreSpawnEnt: anim : idMD6Anim* def : idDeclEntityDef* animAlias : char* tagName : char* ae_resurrectProxy: anim : idMD6Anim* ae_resurrectPull: anim : idMD6Anim* ae_resurrectComplete: anim : idMD6Anim* ae_ignitionComplete: anim : idMD6Anim* ae_postIgnite: anim : idMD6Anim* timeMS : int ae_throwProjectile: anim : idMD6Anim* jointName : idJointName& projectileDecl : idDeclProjectile* aimPoint : aimPoint_t ae_throwProjectileFromTag: anim : idMD6Anim* tagName : char* projectileDecl : idDeclProjectile* useTagDirection : bool ae_throwProjectileFromTagToTarget: anim : idMD6Anim* tagName : char* targetKey : char* flat : bool projDecl : idDeclProjectile* ae_poseFrame: anim : idMD6Anim* ae_fSM_SetParentCanInterrupt: anim : idMD6Anim* parentCanInterrupt : bool ae_fSM_SetInterruptWindow: anim : idMD6Anim* fsmName : char* durationInSeconds : float ae_makeAttackCheck: anim : idMD6Anim* ae_clearAttackCheck: anim : idMD6Anim* ae_clearAttackSelection: anim : idMD6Anim* ae_setAllowCancelAttack: anim : idMD6Anim* allowCancelAttack : bool ae_recoverFromStagger: anim : idMD6Anim* ae_recoverFromStaggerVulnerable: anim : idMD6Anim* ae_startRetaliationChecks: anim : idMD6Anim* ae_scaleWalkRate: anim : idMD6Anim* walkRateScale : float ae_setTakesDamage: anim : idMD6Anim* value : bool ae_aerialUnitStartDropping: anim : idMD6Anim* ae_testFloorHeight: anim : idMD6Anim* fromJoint : idJointName& testDistance : float ae_testTraceToEnemy: anim : idMD6Anim* fromJoint : idJointName& ae_testTraceToEnemyWithRadius: anim : idMD6Anim* fromJoint : idJointName& radius : float ae_testBounds: anim : idMD6Anim* minJoint : idJointName& maxJoint : idJointName& modelSpaceExpansionMin : idVec3& modelSpaceExpansionMax : idVec3& flags : aiBoundsTestFlags_t ae_testTraceForward: anim : idMD6Anim* fromJoint : idJointName& testDistance : float thresholdOperator : char* threshold : float ae_encounter_RaiseUserFlag: anim : idMD6Anim* userFlag : char* ae_gL_StartFlailEffect: anim : idMD6Anim* flailHand : flail_t condition : fxCondition_t ae_gL_TossRightFlail: anim : idMD6Anim* ae_gL_TossLeftFlail: anim : idMD6Anim* ae_gL_DislodgeRightFlail: anim : idMD6Anim* ae_gL_DislodgePulseRightFlail: anim : idMD6Anim* ae_gL_DislodgeLeftFlail: anim : idMD6Anim* ae_gL_DislodgePulseLeftFlail: anim : idMD6Anim* ae_gL_StartClearoutExtension: anim : idMD6Anim* flailHand : flail_t ae_gL_EndClearoutExtension: anim : idMD6Anim* flailHand : flail_t ae_gL_SetFlailExtension: anim : idMD6Anim* flailHand : flail_t isExtended : bool testChainCollision : bool testHeadCollision : bool ae_gL_StartOverheadExtension: anim : idMD6Anim* flailHand : flail_t ae_gL_EndOverheadExtension: anim : idMD6Anim* flailHand : flail_t ae_gL_StartEtherealRush: anim : idMD6Anim* ae_gL_StartJacobsLadder: anim : idMD6Anim* ae_gL_EndJacobsLadder: anim : idMD6Anim* ae_gL_PulseJacobsLadder: anim : idMD6Anim* ae_gL_SpawnThresholdMinions: anim : idMD6Anim* ae_gL_UpdateMinionSpawners: anim : idMD6Anim* ae_gL_LaunchEtherealRush: anim : idMD6Anim* ae_gL_PlayShieldAnimation: anim : idMD6Anim* shieldAnimation : gladiatorShieldAnims_t ae_gL_LiftWall: anim : idMD6Anim* ae_gL_LiftElectricWall: anim : idMD6Anim* ae_gL_RepelPlayer: anim : idMD6Anim* ae_gL_CalculateHopStrikeGoal: anim : idMD6Anim* ae_gL_CalculateBullRushGoal: anim : idMD6Anim* ae_gL_SetFlailScalingEnabled: anim : idMD6Anim* enableScaling : bool ae_gL_ChainPopDamage: anim : idMD6Anim* flailHand : flail_t ae_gL_FlailHeadDamage: anim : idMD6Anim* flailHand : flail_t overrideDamageDecl : idDeclDamage* forceDamage : bool ae_gL_FlailBashDamage: anim : idMD6Anim* flailHand : flail_t overrideDamageDecl : idDeclDamage* forceDamage : bool ae_gL_Stage2Transition: anim : idMD6Anim* ae_gL_ClearStage1Wounds: anim : idMD6Anim* ae_gL_ShowSyncShield: anim : idMD6Anim* shieldName : char* ae_gL_SetDamageEnableState: anim : idMD6Anim* enableDamage : bool ae_gL_StartProjectileShield: anim : idMD6Anim* flailHand : flail_t ae_gL_EndProjectileShield: anim : idMD6Anim* flailHand : flail_t ae_gL_StartBullrushHeatCone: anim : idMD6Anim* ae_gL_EndBullrushHeatCone: anim : idMD6Anim* ae_gL_RemoveFlails: anim : idMD6Anim* ae_gL_ClearSyncFlag: anim : idMD6Anim* ae_iOS_StartMeteorRain: anim : idMD6Anim* ae_iOS_StartMeteorDetonation: anim : idMD6Anim* ae_boss_IOS_Event: anim : idMD6Anim* eventType : bossIOSAnimEvents_t ae_boss_KhanMakerEvent: anim : idMD6Anim* eventType : bossKMAnimEvents_t ae_cacodemonBileAttack: anim : idMD6Anim* tagName : char* aim : bool ae_cacodemonRadiusAttack: anim : idMD6Anim* damageDecl : idDeclDamage* ae_cacodemonSetOpenMouthPercent: anim : idMD6Anim* value : float ae_cacodemonSetPhaseSide: anim : idMD6Anim* side : aiCacodemonPhaseSide_t ae_cacodemonCommitSnareDestination: anim : idMD6Anim* predictionTime : float key : char* ae_boss_ShowHealthHUD: anim : idMD6Anim* showHUD : bool ae_boss_ExitGloryKillState: anim : idMD6Anim* ae_boss_SpawnCollisionHullForDeath: anim : idMD6Anim* ae_boss_MoveSyncInteraction: anim : idMD6Anim* locationTargetName : char* ae_boss_DropLoot: anim : idMD6Anim* dropType : lootDropType_t ae_waveBlastTelegraph: anim : idMD6Anim* waveType : char* heightOffset : float tagName : char* ae_sphereBlastTelegraph: anim : idMD6Anim* sphereName : char* heightOffset : float tagName : char* ae_waveBlast: anim : idMD6Anim* ae_setBlackboardIntValue: anim : idMD6Anim* key : char* value : int ae_setBlackboardStringValue: anim : idMD6Anim* key : char* value : char* ae_removeBlackboardIntValue: anim : idMD6Anim* key : char* ae_removeBlackboardEntry: anim : idMD6Anim* key : char* ae_addDamageStateMemoryKey: anim : idMD6Anim* key : char* value : int ae_removeDamageStateMemoryKey: anim : idMD6Anim* key : char* ae_setOverrideFocusTagName: anim : idMD6Anim* focusType : aiFoci_t tagName : char* ae_clearOverrideFocusTag: anim : idMD6Anim* focusType : aiFoci_t ae_setOverrideOrientationTagName: anim : idMD6Anim* focusType : aiFoci_t tagName : char* ae_clearOverrideOrientationTag: anim : idMD6Anim* focusType : aiFoci_t ae_setOverrideTrackingParms: anim : idMD6Anim* focusType : aiFoci_t parmsName : char* ae_clearOverrideTrackingParms: anim : idMD6Anim* focusType : aiFoci_t ae_startFXWithAutoStop: anim : idMD6Anim* condition : fxCondition_t jointName : idJointName& ae_startFX_ThisAnimOnly: anim : idMD6Anim* condition : fxCondition_t ae_startFX_CheckContext: anim : idMD6Anim* condition : fxCondition_t context : aiFXContext_t inverseLogic : bool ae_stopFX_CheckContext: anim : idMD6Anim* condition : fxCondition_t context : aiFXContext_t inverseLogic : bool ae_startFX_CheckPainReaction: anim : idMD6Anim* painType : painType_t condition : fxCondition_t ae_stopFX_CheckPainReaction: anim : idMD6Anim* painType : painType_t condition : fxCondition_t ae_checkRecovery: anim : idMD6Anim* ae_setStaggerLength: anim : idMD6Anim* staggerTimeScale : float ae_setSyncMeleeQueriedGroups: anim : idMD6Anim* groups : char* ae_resetPositionAwareness: anim : idMD6Anim* ae_awkwardPose_Enter: anim : idMD6Anim* ae_awkwardPose_Leave: anim : idMD6Anim* ae_suppressVisualOffset: anim : idMD6Anim* suppress : bool ae_forceDeath: anim : idMD6Anim* ae_updateTrajectories: anim : idMD6Anim* ae_setThreatManagementDeclByName: anim : idMD6Anim* name : char* ae_setDamageStateByName: anim : idMD6Anim* name : char* ae_phaseShift: anim : idMD6Anim* enterShift : bool forceBlendTime : float ae_animatedAttachment_Show: anim : idMD6Anim* declProp : idDeclMD6* tagName : char* ae_animatedAttachment_Hide: anim : idMD6Anim* declProp : idDeclMD6* tagName : char* ae_animatedAttachment_PlayAnim: anim : idMD6Anim* declProp : idDeclMD6* tagName : char* animAlias : char* loop : int ae_addAIEvent: anim : idMD6Anim* eventDecl : idDeclAiEvent* ae_continueTraversalChain: anim : idMD6Anim* blendFrames : int ae_setOverrideTwitchPainType: anim : idMD6Anim* painType : idDeclTwitchPain::twitchPain_t ae_setOptionalPainString: anim : idMD6Anim* painString : char* ae_clearOptionalPainString: anim : idMD6Anim* ae_spawnProjectileAtLocation: anim : idMD6Anim* locationKey : char* itemOutKey : char* ignoreGravity : bool ae_scaleEntity: anim : idMD6Anim* entityKey : char* minScale : float maxScale : float ae_startLaserSweep: anim : idMD6Anim* sweepName : char* ae_startAttackSweep: anim : idMD6Anim* sweepName : char* ae_selectAimConfiguration: anim : idMD6Anim* ae_selectAimFocusPoint: anim : idMD6Anim* delayInSeconds : float ae_startProjectileBoundsTests: anim : idMD6Anim* tagName : char* boundsDiameter : float durationInSeconds : float ae_setContextFlags: anim : idMD6Anim* flags : aiContextFlags_t addToExisting : bool ae_clearContextFlags: anim : idMD6Anim* flags : aiContextFlags_t ae_setMemoryKeyInt: anim : idMD6Anim* memoryKey : char* value : int addToExisting : bool ae_beginRandomRagdollSequence: anim : idMD6Anim* ae_setLaserState: anim : idMD6Anim* desireOn : bool tagName : char* ae_genericFraction: anim : idMD6Anim* fractionType : aiGenericFractionType_t fraction : float ae_collisionFlags: anim : idMD6Anim* desiredFlags : aiCollisionFlags_t ae_trySyncInteraction: anim : idMD6Anim* interaction : idDeclSyncInteraction* ae_blendWindowOverride: anim : idMD6Anim* blendFrames : int ae_blendWindowOverride_Dest: anim : idMD6Anim* stateName : char* blendFrames : int ae_blendWindowOverride_Flags: anim : idMD6Anim* flags : aiBlendWindowFlags_t blendFrames : int ae_blendWindowOverride_StartFrame: anim : idMD6Anim* startFrame : int ae_resetNextTriggerPullTime: anim : idMD6Anim* ae_suppressLightFalter: anim : idMD6Anim* ae_unsuppressLightFalter: anim : idMD6Anim* ae_setSourcePosePosition: anim : idMD6Anim* forceFlush : bool ae_setSpawnPosFromOrigin: anim : idMD6Anim* ae_releaseToken: anim : idMD6Anim* token : aiTokenType_t use : bool ae_validateAttackTarget: anim : idMD6Anim* distance : float FOV_degrees : float predictionSeconds : float ae_reValidateAttack: anim : idMD6Anim* allowAbort : bool ae_handleFSMTranscode: anim : idMD6Anim* transcode : aiTransCode_t ae_cyberMancubusMortarProjectileStart: anim : idMD6Anim* ae_addClassicDeathSuppressionFlags: anim : idMD6Anim* flag : systemSuppressionFlag_t ae_removeClassicDeathSuppressionFlags: anim : idMD6Anim* flag : systemSuppressionFlag_t ae_enterPainState: animHandle : idMD6Anim* painType : painType_t ae_emptyPainBucket: animHandle : idMD6Anim* painType : painType_t ae_arachnotron_LaunchGrenade: anim : idMD6Anim* tagName : char* ae_whiplash_WhipJointKeyframe: anim : idMD6Anim* leftWhipBase : idJointName& rightWhipBase : idJointName& leftWhipEnd : idJointName& rightWhipEnd : idJointName& ae_whiplash_WhipEvent: anim : idMD6Anim* eventType : whipEventType_t handIndex : aiHand_t ae_pushActorsFromLandingZone: anim : idMD6Anim* ae_spawnLostSoul: anim : idMD6Anim* entDef : idDeclEntityDef* ae_lostSoulSpawnFinished: anim : idMD6Anim* ae_spitLostSoul: anim : idMD6Anim* entDef : idDeclEntityDef* tagName : char* ae_throwLostSoulSpawn: anim : idMD6Anim* entDef : idDeclEntityDef* tagName : char* ae_throwLostSoulThrow: anim : idMD6Anim* tagName : char* ae_rushLostSoul: anim : idMD6Anim* ae_rushLostSoulFinished: anim : idMD6Anim* ae_debug: anim : idMD6Anim* debugString : char* ae_test: info : eventArgAnimEventInfo_t* ae_spawnSomething: anim : idMD6Anim* ae_setRateScale: animHandle : idMD6Anim* rateScale : float ae_setRateScaleWithLerp: animHandle : idMD6Anim* rateScale : float lerpTimeInSeconds : float ae_setWebScalar: animHandle : idMD6Anim* scalarName : char* value : float ae_disableAFBody: anim : idMD6Anim* bodyName : char* jointName : idJointName& ae_forceStartBurnFade: anim : idMD6Anim* ae_applyBuffModifiers: anim : idMD6Anim* ae_sled_Detach: anim : idMD6Anim* ae_featureCategory: : idMD6Anim* category : aiFeatureCategory_t modifier : aiFeatureModifyType_t ae_setAllowedToHandleIncomingProjectiles: anim : idMD6Anim* allowed : bool ae_setDisableLockOn: anim : idMD6Anim* disableLockOn : bool ae_playAdditiveAnim: anim : idMD6Anim* animKey : char* ae_stopAdditiveAnim: anim : idMD6Anim* animKey : char* ae_startAdvancedScreenShakeForPlayersInRadius: anim : idMD6Anim* radius : float declViewShake : idDeclAdvancedViewShake* ae_lerpMeleeGlow: anim : idMD6Anim* turnOn : bool lerpTimeSec : float ae_setHangoutIndex: anim : idMD6Anim* newIndex : int ae_playAIVO_SpawnAnim: anim : idMD6Anim* category : idDeclAIVoiceOver::aiVoiceOverCategory_t voiceOverDeclconst : idDeclAIVoiceOver* ae_clearDamageOverTime: anim : idMD6Anim* ae_hideInventory: anim : idMD6Anim* ae_removeLastInflictorProjectile: anim : idMD6Anim* awarenessGained: ent : idEntity* oldAwareness : int newAwareness : int setIgnoreEnemies: ignoreFlag : bool setIgnorePlayers: ignorePlayerFlag : bool playerIndex : int path: newPath : idEntity* setAIExternalVelocity: externalVelocity_ : idVec3& getHealth: animWeb_Wait: webHandle : int subWebIndex : int stateIndex : int eventParm : int animWeb_StartDeltaCorrection: webHandle : int subWebIndex : int stateIndex : int eventParm : int animWeb_TraversalChain: webHandle : int subWebIndex : int stateIndex : int eventParm : int animWeb_SetScalar: scalarName : char* scalarValue : float dropWeapons: removeFromWorldStateUsersList: startDeath_Anim: doom5MeleeExecute: turnOffLaserSight: turnOnLaserSight: removeBody: setFocus: ent : idEntity* aiming : bool keepFocusInView : bool aimPoint : aimPoint_t clearLookFocus: clearAimFocus: setRemoveHealthWhenDamaged: removeHealth : bool setBehaviorDecl: declBehavior : idDeclAIBehavior* setHasteRateScale: modifier : float endSync: isEntityVisible: entity : idEntity* enableAIEvent: enableEvent : bool eventClassFlags : aiEventClass_t addSoundStimulus: stimulusAmount : float sourceEnt : idEntity* origin : idVec3& modifyTraversalClass: action : idAI2::modifyTraversalClassAction_t classA : bool classB : bool classC : bool setEnemy: enemy : idEntity* setGroupRole: role : encounterGroupRole_t lock : bool unlockGroupRole: debugPrintTreeWeb: endCurrentScriptAction: setInitialState: newInitialState : aiStateOverride_t initialTarget : idEntity* pullTrigger: target : idEntity* slot : equipSlot_t releaseTrigger: slot : equipSlot_t pullTriggerRight: releaseTriggerRight: pullTriggerLeft: releaseTriggerLeft: stopVoiceOver: setAlertCycle: alertCycle : alertCycle_t setSubWeb: subWeb : aiSubWeb_t setAimPoint: aimPoint : aimPoint_t setFireMode: fireMode : aiFireMode_t slot : equipSlot_t finishFire: setScriptAbort: abortOnCombat : bool abortOnSearch : bool setPlayerEnemy: player : aiPlayer_t enableDamage: enabled : bool permanent : bool enablePain: enabled : bool isPainEnabled: enableBodyRotation: enabled : bool enableHeadTracking: enabled : bool forceAwarenessByDistance: radius : float playerFlag : bool aiFlag : bool forceGlobalAwarenessByEntityType: owner : idAI2* playerFlag : bool aiFlag : bool demonPlayerFlag : bool clearWorldState: teleportSetup: teleportShow: dropAttachment: slotName : char* radiusDamageDealt: inflictor : idEntity* victim : idEntity* damageDef : idDeclDamage* damageDone : float damageOverTimeDealt: victim : idEntity* damageDef : idDeclDamage* damageDone : float suicide: damageDecl : idDeclDamage* trap : bool ignite: bountyDamageScale: pctScale : float hasAwarenessOfEnemy: enablePerception: enable : bool enableSpawnSettingsActions: enable : bool getMonsterType: setGoalPosition: origin : idVec3& radius : float ignoreCover : bool clearGoalPosition: setOverridePositioningParmsName: parmsName : char* clearOverridePositioningParmsName: setOverrideResurrectionProxy: proxy : idEntity* clearOverrideResurrectionProxy: dropProjectiles: clearDroppedProjectiles: startRagdollSync: stopRagdoll: applyRagdollImpulse: point : idVec3& impulse : idVec3& onRagdollStarted: setRagdollGravityFactor: gravFactor : float notice_AIResurrectedFromProxy: : idAI2* : idAI2* notice_AISummonInitiated: : idAI2* : eEncounterSpawnType_t notice_AISummonAborted: : idAI2* notifyBoss_PlayerDamageTakenInTimeWindow: totalAmountOfDamage : float time : int notifyBoss_PlayerDeath: notice_EV_StartGloryDeath: : idEventReceiver* equipInventoryItemByIndex: itemIndex : int holsterInventoryItemByIndex: itemIndex : int startWaveAttack: abortWaveAttacks: rift_ClearRift: rift_Cleanup: player_GiveInventoryItem: player : idEntity* itemDecl : idDecl* updateModelTransform: updateRenderModelDeferredPositions: setSolid: solid : bool exitShift: blendTime : float enterShift: enterShift : float enterPainState: painType : painType_t comboKill: player : idEntity* scoreInterrupt: player : idEntity* meleeInteractionCompletedNotify: target : idEntity* exitSlowMotion: enableShield: recharge : bool shieldName : char* disableShield: fromDamage : bool shieldName : char* executeSyncInteractionDecl: instigator : idEntity* target : idEntity* decl : idDecl* enableFullBodyGoreByName: name : char* detonateEntity: ent : idEntity* source : idEntity* damageScale : float explosionDecl : idDecl* burstDamage : idDecl* useAF : bool addUserToAnimNode: animNode : idEntity* user : idEntity* removeUserFromAnimNode: animNode : idEntity* user : idEntity* executeCodeAction: action : aiCodeAction_t markAs : bool setupCodeMoveAction: destOrigin : idVec3& destFacing : idVec3& useFacing : bool tolerance : float normal : idVec3& restartFSM: tempMemory_Add: keyName : char* keyValue : int tempMemory_Remove: keyName : char* tempMemory_Clear: updateCollisionFromGameFlags: setWorldCollision: collidesWithWorld : bool endSphereModelTrace: teleport_NoReset: origin : idVec3& angles : idAngles& deactivateAllPhysics: startMuzzleBoundsQueries: tagName : char* duration : int diameter : float setLaserState: desireOn : bool tagName : char* handleQueuedReliableMessage: type : int index : int handleDeferredDamageParms: index : int clearDamageDeclModList: freeze: duration : int damageMult : float fxCondition : int timeout: hardTimeout: releaseStaticLists: spawnSomething: applyBuffModifiers: overrideRadius : float handleEnterPainState: currentPainReaction : painType_t newPainReaction : painType_t handleExitPainState: addToEMPList: empProjectile : idEntity* startAnimDeltaCorrection: idealPoint : aiAnimDCIdealPoint_t idealDir : aiAnimDCIdealDir_t checkForNetworkedPainUpdate: ae_enableTorsoTracking: anim : idMD6Anim* ae_disableTorsoTracking: anim : idMD6Anim* ae_ledgeGrabImpact: animHandle : idMD6Anim* ae_setPlayerControlPercent: anim : idMD6Anim* percent : float ae_setPlayerControlMode: anim : idMD6Anim* mode : demonPlayerControlMode_t ae_setAnimMotionPower: anim : idMD6Anim* power : float updateMovementType : bool ae_soundNoSkipRemoteOnly: anim : idMD6Anim* sound : idSoundEvent* ae_slideCameraToDistance: anim : idMD6Anim* distance : float timeMS : int accelTimeMS : int decelTimeMS : int ae_forceCameraPitch: anim : idMD6Anim* pitch : float timeMS : int accelTimeMS : int decelTimeMS : int ae_resetCameraViewLimits: anim : idMD6Anim* ae_swapPlayerModels: anim : idMD6Anim* ae_exitDemonPlayerState: anim : idMD6Anim* stateId : demonPlayerState_t animWeb_StopTurning: webHandle : int subWebIndex : int stateIndex : int eventParm : int hideDemonBody: showRenderModelAndWeapon: notice_DamageToEnemy: : idEventReceiver* : int : int : float : bool : bool : idDecl* : bool notice_PropDamaged: : idEventReceiver* : idEntity* : idEntity* : idDamageParms* : float : idVec3& notice_PropPickUp: : idEventReceiver* : idEntity* : idEntity* notice_PropPushed: : idEventReceiver* : idEntity* : idEntity* setAndHidePlayer: ae_sendGroundPoundSpikes: anim : idMD6Anim* tagName : char* arcRadius : float arcAngle : float inAir : bool ae_setProwlerPerchStance: anim : idMD6Anim* stance : perchStanceAnimIndex_t ae_playVentFX: anim : idMD6Anim* startMancubusSmoke: durationMS : int notice_ShieldWallCreated: : idEventReceiver* : idEntity* notice_ShieldWallRemoved: : idEventReceiver* : idEntity* ae_cacodemonFire: anim : idMD6Anim* mainFire : bool ae_showLostSoul: anim : idMD6Anim* ae_hideLostSoul: anim : idMD6Anim* notice_PlayerJoin: : idEventReceiver* : int destroyedChanged: emitSmokeDecl: decl : idDeclParticle* timeOffsetSecs : int diversity : float offset : idVec3& teamBlocked: blockedEntity : idEntity* blockingEntity : idEntity* partBlocked: blockingEntity : idEntity* moverPulse: setRotateSpeed: pitch : float yaw : float roll : float resumeCrusherMovement: swfRender: damageDone: other : idEntity* damageAmnt : float envHurtPostSpawn: getDebugTarget: setDebugTarget: ent : idEntity* reallyDeactivate: interactActivate: activator : idEntity* aitarget : idEntity* animWeb_Finished: webHandle : int subWebIndex : int stateIndex : int eventId : int ae_attachItem: anim : idMD6Anim* itemName : idDeclInventory* slotName : char* ae_attachItemAndGive: anim : idMD6Anim* itemName : idDeclInventory* slotName : char* ae_attachItemForManualDetach: anim : idMD6Anim* itemName : idDeclInventory* slotName : char* ae_attachSpecialItemForManualDetach: anim : idMD6Anim* itemName : idDeclInventory* slotName : char* ae_attachFPHandsItemForManualDetach: anim : idMD6Anim* slotName : char* ae_attachDefaultMeleeWeapon: anim : idMD6Anim* slotName : char* ae_detachItem: anim : idMD6Anim* slotName : char* ae_footstepEffect: animHandle : idMD6Anim* type : footStepType_t ae_soundBodyLoopUntilStopped: anim : idMD6Anim* sound : idSoundEvent* ae_soundBodyLoopUntilAnimEnd: anim : idMD6Anim* sound : idSoundEvent* ae_soundBodyLoopStop: anim : idMD6Anim* ae_attachCameraOnce: anim : idMD6Anim* jointName : idJointName& durationMode : duration_t lookMode : lookMode_t blendMode : blendMode_t ae_attachCameraExt: anim : idMD6Anim* jointName : idJointName& durationMode : duration_t lookMode : lookMode_t blendMode : blendMode_t blendDurationMS : int ae_attachLimitViewCamera: anim : idMD6Anim* jointName : idJointName& blendMode : blendMode_t viewConeDeg : float autoCenterK : float ae_setViewAnglesFromCamera: anim : idMD6Anim* ae_setViewAnglesFromCameraExt: anim : idMD6Anim* updateVelocityFromPhysics : int updateVelocityFromCamera : int clipMove : int ae_setViewAnglesToDefault: anim : idMD6Anim* ae_startAdvancedScreenShakeNoOverlap: anim : idMD6Anim* declViewShake : idDeclAdvancedViewShake* minDelayTimeMS : int ae_startCameraShakeBerserk: anim : idMD6Anim* declViewShake : idDeclAdvancedViewShake* ae_fadeView: anim : idMD6Anim* r : float g : float b : float timeMs : int ae_hideHands: anim : idMD6Anim* ae_showHands: anim : idMD6Anim* ae_forceIntroBringupOnce: anim : idMD6Anim* ae_handsGenericHide: anim : idMD6Anim* ae_handsGenericUnhide: anim : idMD6Anim* ae_incrementWeaponCustomSkin: anim : idMD6Anim* ae_forcePraetorHandsAndBody: anim : idMD6Anim* val : bool ae_entitySnapToPlayer: anim : idMD6Anim* ae_playerSnapToEntity: anim : idMD6Anim* ae_inhibitPlayerMovement: anim : idMD6Anim* inhibit : int ae_inhibitPlayerView: anim : idMD6Anim* inhibit : int ae_meleeAttack: anim : idMD6Anim* targetJointName : char* decl : idDeclProjectile* ae_gloryKillShockwave: anim : idMD6Anim* ae_leftFootLadder: anim : idMD6Anim* ae_rightFootLadder: anim : idMD6Anim* ae_animStartBlendOut: anim : idMD6Anim* ae_unbind: anim : idMD6Anim* ae_contextualJumpAllowMovement: anim : idMD6Anim* ae_giveCollectible: anim : idMD6Anim* collectible : idDeclCollectible* ae_setInventoryItemCustomSkinIndex: anim : idMD6Anim* decl : idDeclInventory* index : int ae_givePerk: anim : idMD6Anim* decl : idDeclPerk* ae_forceWeaponChange: anim : idMD6Anim* decl : idDeclWeapon* ae_forceWeaponChangePerSettings: anim : idMD6Anim* decl : idDeclWeapon* ae_nextLevelTransition: anim : idMD6Anim* delay : int mapName : char* checkpoint : char* getInitialLayersIfFirstLoad : bool ae_healPlayer: anim : idMD6Anim* increaseDelay : int ae_giveCodex: anim : idMD6Anim* decl : idDeclCodexEntry* ae_weaponAdvanceCylinder: anim : idMD6Anim* ae_chainsawStall: anim : idMD6Anim* ae_activateRuinDamage: animHandle : idMD6Anim* ae_highlightRuinArea: animHandle : idMD6Anim* ae_showArgentSelection: anim : idMD6Anim* ae_animatedAttachment_Attach: anim : idMD6Anim* declProp : idDeclMD6* tagName : char* ae_animatedAttachment_Detach: anim : idMD6Anim* declProp : idDeclMD6* tagName : char* ae_inventoryItemPerformAction: anim : idMD6Anim* itemDecl : idDeclInventory* ae_setPlayerInvulnerable: anim : idMD6Anim* ae_setPlayerVulnerable: anim : idMD6Anim* ae_swapToDemonPlayerHands: anim : idMD6Anim* soundEntity_On: soundEntity_Off: soundEntity_StartSound: sound : idSoundEvent* soundEntity_StopSound: sound : idSoundEvent* soundEntity_PauseSound: sound : idSoundEvent* soundEntity_ResumeSound: sound : idSoundEvent* musicEntity_On: musicEntity_Off: musicEntity_SetState: state : idSoundState* musicEntity_SetSwitch: switchGroup : idSoundSwitch* switchState : char* initTestModel: atOrigin : bool dropToFloor : bool ae_cameraFade: animHandle : idMD6Anim* _fadeColor : idVec3& alpha : float time : float ae_cameraTimeScale: animHandle : idMD6Anim* scale : float ae_cameraDepthOfField: animHandle : idMD6Anim* blurStart : float blurScale : float duration : float ae_cameraSound: animHandle : idMD6Anim* shader : idSoundEvent* ae_cameraRenderParm: animHandle : idMD6Anim* renderParmName : char* x : float y : float z : float w : float duration : float ae_cameraTeleportClient: animHandle : idMD6Anim* pos : idVec3& angles : idAngles& ae_cameraTeleportClientToViewPos: animHandle : idMD6Anim* ae_cameraCVarFloat: animHandle : idMD6Anim* cvarName : char* value : float ae_cameraCVarString: animHandle : idMD6Anim* cvarName : char* value : char* ae_cameraSetJoint: animHandle : idMD6Anim* jointName : idJointName& ae_cameraSetFieldOfView: animHandle : idMD6Anim* fovDegrees : float ae_cameraLerpToFOV: animHandle : idMD6Anim* fovDegrees : float timeInMs : int getUser: notice_AIGainedAwarenessOfEntity: : idEventReceiver* : int playerFastTraveled: spawnSingleAI: spawnType : eEncounterSpawnType_t spawnTarget : idTarget_Spawn* group_label : char* spawnAI: spawnType : eEncounterSpawnType_t spawn_count : int spawnGroup : idTargetSpawnGroup* group_label : char* staggeredAISpawn: spawnType : eEncounterSpawnType_t spawn_count : int spawnGroup : idTargetSpawnGroup* group_label : char* minSpawnStagger : float maxSpawnStagger : float groupBudgetSpawn: pointTotal : int spawnGroup : idTargetSpawnGroup* populationDecl : idDeclActorPopulation* maintainAICount: spawnType : eEncounterSpawnType_t desired_count : int max_spawn_count : int min_spawn_delay : float min_ai_for_respawn : int spawnGroup : idTargetSpawnGroup* group_label : char* max_spawn_delay : float stopMaintainingAICount: spawnType : eEncounterSpawnType_t group_label : char* spawnArchvile: spawnTarget : idEntity* archvileTemplate : idArchvileTemplate* archvile_label : char* group_label : char* changeArchvileTemplate: archvileTemplate : idArchvileTemplate* archvile_label : char* spawnBuffPod: spawnTarget : idEntity* buffpod_label : char* buffedai_label : char* activateTarget: target : idEntity* designComment : char* logicDesignerCustomEvent: target : idEntity* designComment : char* setAIMemoryKey: spawnType : eEncounterSpawnType_t group_label : char* memoryKey : char* value : int includeNewSpawns : bool stringValue : char* removeAIMemoryKey: spawnType : eEncounterSpawnType_t group_label : char* memoryKey : char* setMusicState: target : idMusicEntity* stateDecl : idSoundState* designComment : char* setNextScriptIndex: nextScriptIndex : int setNextScriptIndexRandom: minScriptIndex : int maxScriptIndex : int proceedToNextScript: bypassNextWaitForCommit : bool carryOverExistingUserFlags : bool makeAIAwareOfPlayer: allActive : bool onSpawn : bool groupLabel : char* restorePerception : bool restoreDefaultPerception: spawnType : eEncounterSpawnType_t group_label : char* activateCombatGrouping: combatGrouping : idEntity* groupLabel : char* assignmentDelaySec : float forceChargeOnAllAI: clearCombatRoles: spawnType : eEncounterSpawnType_t group_label : char* setCombatRoles: spawnType : eEncounterSpawnType_t group_label : char* group_role : encounterGroupRole_t forceAIToFlee: spawnType : eEncounterSpawnType_t group_label : char* radius : float immediateDespawn : bool raiseEventFlagOnExternalScript: encounterScript : idEntity* eventFlag : eEncounterEventFlags_t userFlag : char* migrateAIFromExternalScript: encounterScript : idEntity* aiType : eEncounterSpawnType_t groupLabel : char* sharedBetweenScripts : bool damageAI: damageType : idDeclDamage* aiType : eEncounterSpawnType_t groupLabel : char* removeAI: aiType : eEncounterSpawnType_t groupLabel : char* disableScriptManager: startLockdown: activationTarget : idEntity* stopLockdown: activationTarget : idEntity* startAmbientSounds: stopAmbientSounds: clearFactionOverrides: setFactionRelation: instigatorSpawnType : eEncounterSpawnType_t groupLabel : char* targetSpawnType : eEncounterSpawnType_t relation : socialEmotion_t wait: seconds : float disableAIHighlight : bool waitMulitpleConditions: condition_count : int logic_operator : encounterLogicOperator_t disableAIHighlight : bool waitKillCount: aiType : eEncounterSpawnType_t desired_kill_count : int group_label : char* disableAIHighlight : bool waitKillCountOrSyncStart: aiType : eEncounterSpawnType_t desired_kill_count : int group_label : char* disableAIHighlight : bool waitRandomKillCount: aiType : eEncounterSpawnType_t kill_count_min : int kill_count_max : int group_label : char* disableAIHighlight : bool waitForStatCount: trackedStat : gameStat_t stat_hit_count : int disableAIHighlight : bool waitAIRemaining: aiType : eEncounterSpawnType_t desired_remaing_ai_count : int group_label : char* disableAIHighlight : bool waitAIHealthLevel: aiType : eEncounterSpawnType_t target_group_health : float group_label : char* disableAIHighlight : bool waitMaintainComplete: aiType : eEncounterSpawnType_t remaining_spawn_count : int group_label : char* disableAIHighlight : bool waitStaggeredSpawnComplete: aiType : eEncounterSpawnType_t remaining_spawn_count : int group_label : char* disableAIHighlight : bool waitForEventFlag: eventFlag : eEncounterEventFlags_t userFlag : char* testIfAlreadyRaised : bool disableAIHighlight : bool completeCombatScoring: markScriptAsPreCommit: combatIndex : int setNextPreCommitIndex: nextPreCombatIndex : int designerComment: designerComment : char* printToConsole : bool ae_gL_ShieldPromptComplete: anim : idMD6Anim* forceBreak: activator : idEntity* dir : idVec3& sendEvent: type : int subType : int notice_EV_Show: : idEventReceiver* notice_PropAbandoned: : idEventReceiver* : idEntity* notice_PropKilled: : idEventReceiver* : idEntity* notice_StartEndOfRound: : idEventReceiver* notice_StartGameOver: : idEventReceiver* notice_EV_WeaponDropped: : idEventReceiver* : int : idDeclInventory* : idDeclAmmo* : int notice_EV_StatusRemoved: : idEventReceiver* : int : idDeclStatusEffect* : int notice_PlayerLeave: : idEventReceiver* : int ae_turretFire: animHandle : idMD6Anim* tagName : char* notice_Survivor: : idEventReceiver* : int notice_PlayerKillAssist: : idEventReceiver* : int : int : idDamageParms* : float : int notice_KillingSpree_20: : idEventReceiver* : int : int notice_KillingSpree_30: : idEventReceiver* : int : int notice_DemonPlayerTimeOut: : idEventReceiver* : int notice_DemonPlayerGhostSpawned: : idEventReceiver* : int notice_CaptureFlag: : idEventReceiver* : int : int notice_ReturnFlag: : idEventReceiver* : int : int notice_StealFlag: : idEventReceiver* : int : int notice_MedalScoredGeneric: : idEventReceiver* : int : int matchScoreHalfwayDone: matchTimeHalfwayDone: playGlobalCallout: callout : idDeclGameEventCallout* playGameEventCallout: callout : idDeclGameEventCallout* activatorEntityNumber : int playTeamCallout: callout : idDeclGameEventCallout* allyTeam : gameTeam_t initialSaveGame: name : char* isCheckPoint : bool reloadTest: demonRespawnCallouts: victimEntityNumber : int timeRemaining : float endPlayingGame: debugKillSlayer: ae_voiceTrack: vo : idDeclVoiceOver* trackIndex : int stopKilling: notice_AIFSMTransitionState: : idEventReceiver* : int : gameTime_t midnightLogicEvent: _instHandle : instanceHandle _keventName : char* notice_InteractSucceeded: : idEventReceiver* : idEntity* notice_EV_Activate: : idEventReceiver* : idEntity* notice_PlayerUseProxyUsed: : idEventReceiver* : idEntity* : int notice_EV_AISpawned: : idEventReceiver* : idAI2* notice_EV_EntitySpawned: : idEventReceiver* : idEntity* notice_EV_Facing: : idEventReceiver* : idEntity* notice_StatAggregated: : idEventReceiver* : gameStat_t : int postAttach: midnightStartLogic: entity : idEntity* name : char* midnightBlendOutStarted: _instHandle : instanceHandle interactStateExit: stateStr : char* notice_EV_StartAnim: : idEventReceiver* : int onContactImpulse: notice_PlayerJumped: : idEventReceiver* notice_PlayerDoubleJumped: : idEventReceiver* notice_PlayerDashed: : idEventReceiver* grenadePostSpawn: notice_PlayerHealed: : idEventReceiver* : float handleUpgrades: