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: