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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:

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*