Event List (Doom Eternal)
Format is command: argumentName : argumentType
Note: This page was originally written by Chrispy. It was recovered from the now-deleted idTech 7 wiki, and copied here for preservation.
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:
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*