*****`XEVENTMGR.TriggerEvent*****

=========================================================

SeqAct_DisplayMissionObjective.uc

'MissionObjectiveMarkedCompleted' //Seems to get sent when individual mission objectives are completed

=========================================================

UIAfterAction.uc

'PostAfterAction' //Called after the Post-Mission RTB screen continue is clicked

'AfterActionWalkUp' //While the soldiers are walking towards the screen ( potentially injured/hobbling )

'AfterAction_GreatMission' //While/After WalkUp event when the mission went well

'AfterAction_ToughMission' //While/After WalkUp event when the mission went poorly

=========================================================

UIAlert.uc

EventToTrigger // Not an actual trigger, seems to be a generic event triggerer, no idea where the EventToTrigger variable gets set .

=========================================================

UIArmory_Loadout.uc

'TutorialItemEquipped' //After equipping a medkit as a result of the tutorial

=========================================================

UIArmor_WeaponUpgrade.uc

'WeaponUpgraded' //When you add a weapon mod to a weapon ( like a scope )

=========================================================

SeqAct_SetObjectiveShaderEnabled.uc

'ObjectiveGlintStatusChanged' //When an interactive object's objective shader is activated ( not sure what this means, maybe when you see an objective? )

=========================================================

UINarrativeMgr.uc

'UniqueNarrativeUICompleted' //I think this is when a story-driven VO is happening ( face in window on top right of screen )

'NarrativeUICompleted' //I think this is whenever there is a normal VO happening ( face in window on top right of screen )

=========================================================

UIResistanceGoods.uc

'OnResHQGoodsOpen' //When opening the window to buy things from ResistanceHQ

=========================================================

UIResistanceReport.uc

RESHQ () .GetResistanceMoodEvent () //The monthly report event, presumabely can be good or bad

=========================================================

UIRewardsRecap.uc

// These all seem to be triggers for when specific story missions end, specifically related to the spokesman

'AfterActionCouncil_Blacksite'

'AfterActionCouncil_PsiGate'

'AfterActionCouncil_Forge'

'AfterActionCouncil_FacilitySuccess'

'AfterActionCouncil_FacilityFailed'

'AfterActionCouncil_ToughMission'

'AfterActionCouncil_GreatMission'

=========================================================

UIRoom.uc

'NoExcavateEngineers' //When trying to excavate a room but there are no engineers

'ExcavationPossible' //When trying to excavate a room and you have engineers

=========================================================

UISkyrangerArrives.uc

'OnSkyrangerArrives' //Pretty sure this triggers when you are about to launch the the mission, but you still have the option to 'return to avenger'

=========================================================

UISquadSelect.uc

'EnterSquadSelect' //When you enter the squad selection screen

'NeedToEquipSkulljack' //I think this is triggered when you've built a skulljack and have it as an objective as a reminder that you need to equip it to use it

'EnterSquadSelectBroadcast' //I think this is just a special trigger for the final mission squad select ( haven't beaten the game yet )

=========================================================

UIStaffSlot.uc

'OnStaffSelected' //I think this is when you add or remove an engineer/scientist from a task

=========================================================

UIFacilityUpgrade.uc

'UpgradeCompleted' //When you upgrade a building

'WarningNoPower' // If after upgrading power is low

=========================================================

UIInventory_BuildItems.uc

'OpenBuildItems' //When you open the engineering build items window

'ItemConstructionCompleted' //When you successfully build an item

=========================================================

UIInventory_Implants.uc

'PCSApplied' //When you successfully apply a PCS to a soldier

=========================================================

UIInventory_LootRecovered.uc

'PostMissionLoot' //I think this is when you see all the stuff you brought back from the mission

=========================================================

UIMission.uc

'OnShadowChamberMissionUI' // If you have a shadow chamber and it would be telling you info about what on the mission

=========================================================

UIMission_AlienFacility.uc

'OnViewUnlockedAlienFacility' // If an alien facility is now unlocked ( you can do the mission )

=========================================================

UIMission_GoldenPath.uc

'OnViewFinalMission' //I think this shows when you are looking at the final mission on the geoscape?

'OnViewAvatarProject' //Unknown, its linked to OnViewFinalMission... might just be when you first reveal that there is something called AvatarProject on geoscape?

=========================================================

UIMission_GOps.uc

'OnMultiMissionGOps' //When you have multiple Gorilla Ops missions available

=========================================================

UIMission_GPIntelOpeions.uc

'OnLaunchBroadcastMission' //I think this is when you launch the final mission

=========================================================

UIBlackMarket.uc

'OnBlackMarketOpen' //Doesn't seem special casey enough, but appears to be when you first have the black market available. Possibly whenever the black market is available?

=========================================================

UIBlackMarket_Sell.uc

'BlackMarketGoodsSold' //When you confirm selling items on the black market

=========================================================

UIChooseFacility.uc

'WarningNoPowerAI' //When in the build facility menu and you have no power

=========================================================

UIChooseProject.uc

'ChooseProvingGroundProject' //When you choose to add a new ProvingGrounds project

=========================================================

UIChooseResearch.uc

'OpenChooseResearch' //When you open the window to choose new research

'ChooseResearch' //When you choose a research that isnt an autopsy?

'SwitchFirstResearch' //When you first decide you want to switch a research

'SwitchResearch' //When you actually switch research ( post confirm dialog )

=========================================================

UIChooseUpgrade.uc // Not sure why these are identical to UIFacilityUpgrade

'UpgradeCompleted' //When you upgrade a building

'WarningNoPower' // If after upgrading power is low

=========================================================

UIFacility.uc

"OnExitedFacility_" $ FacilityTemplate.DataName //Looks like whenever you exit a facility, appended with its name

=========================================================

UIFacility_Powercore.uc

'ResearchInProgress' //When you go to the lab and research is currently happening

'TyganGreeting' //When you go to the lab and get Tygans greeting ( non-tutorial cutscene )

'OnLabsExit' //When you leave the lab

=========================================================

UIFacility_ShadowChamber.uc

'AvatarAutopsyReady' // Not there yet, seems self explanatory

'OnShadowChamberExit' //When you exit the shadow chamber

=========================================================

UIFacility_Storage.uc

'ShenGreeting' //When you visit Shen for the first time

=========================================================

X2Ability.uc

'UnitAttacked' //When a unit gets attacked, obviously -- not necessarily a hit

=========================================================

X2Ability_AbortMission.uc

'MissionAborted' //I think this is the confirm screen for evacing an unfinished mission?

=========================================================

X2Ability_Archon.uc

'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for flying?

'UnitMoveFinished' //Same as above

=========================================================

X2Ability_Cyberus.uc

'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for teleporting?

'UnitMoveFinished' //Same as above

=========================================================

X2Ability_DefaultAbilitySet.uc

'ObjectMoved' //When something moves

'UnitMoveFinished' //Same as above

'HackedACaptain' //When you skulljack a captain

'HackedACodex' //When you skulljack a codex

'ObjectHacked' //When you hack an object

'EvacActivated' //When you evac a unit

=========================================================

X2Ability_PsiWitch.uc

'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for teleporting?

'UnitMoveFinished' //Same as above

=========================================================

X2Ability_Sectopod.uc

'UnitMoveFinished' //Same as above

=========================================================

X2Ability_Template.uc

'ExhaustedActionPoints' //When you run out of action points

'ExhaustedAbilityCharges' //When an ability runs out of charges

=========================================================

UIUFOAttack.uc

'OnUFOAttack' //When a UFO attack happens

=========================================================

UIUtilities_Strategy.uc

"OnEnteredRoom_" $ SpecialFeature.DataName //When you enter a specific room from the avenger

=========================================================

X2Action_ApplyWeaponDamageToTerrain.uc

'HandleDestructionVisuals' //When you should do damage to the map based on weapon fire

=========================================================

X2Actor_EvacZone.uc

'EvacZoneDestroyed' // If the evac zone is destroyed ( THIS CAN HAPPEN? !)

=========================================================

X2AIBTDefaultActions.uc

'CivilianRescued' //When one of your soldiers rescues a civ

=========================================================

X2Effect.ui

'ImpairingEffect' //When a unit recieves a negative effect

=========================================================

X2Effect_AidProtocol.ui

'ItemRecalled' //When the gremlin is recalled

=========================================================

X2Effect_ApplyAcidToWorld.uc

'GameplayTileEffectUpdate' //When acid is applied to ground tiles

=========================================================

X2Effect_ApplyFireToWorld.uc

'GameplayTileEffectUpdate' //When fire is applied to ground tiles

'GameplayTileEffectUpdate' //When smoke is applied to ground tiles

=========================================================

X2Effect_ApplyPoisonToWorld.uc

'GameplayTileEffectUpdate' //When poison is applied to ground tiles

=========================================================

X2Effect_BreakUnitConcealment.uc

'EffectBreakUnitConcealment' //When a unit ( or units, unsure ) break concealment

=========================================================

X2Effect_Confused.uc

'ConfusedMovement' //Unsure, possibly when disoriented?

=========================================================

X2Effect_DeathFromAbove.uc

'DeathFromAbove' //When DeathFromAbove actives

=========================================================

X2Effect_DelayedAbilityActivation.uc

DelayedEffect.TriggerEventName //Seems to be when triggers are added to be triggered later

=========================================================

X2Effect_GetOverHere.uc

'ObjectMoved' //When a viper successfully tounge grabs you

'UnitMovedFinished' //See above

=========================================================

X2Effect_Guardian.uc

'GuardianTriggered' //When Guardian triggers

=========================================================

X2Effect_ImmediateAbilityActivation.uc

EventName //Similar to delayed, except immedieate?

=========================================================

X2Effect_MimicBeacon.uc

'UnitRemovedFromPlay' //When the mimic beacon ( not item, actual beacon ) is removed

=========================================================

X2Effect_MindControl.uc

'ImpairingEffect' // If the MC is successful

=========================================================

X2Effect_ParthenogeicPoison.uc

'UnitRemovedFromPlay' //When a unit is killed and turned into a cocoon

'ParthenogenicPoisonCocoonSpawned' //When a cocoon spawns

=========================================================

X2Effect_Persistent.uc

ChanceEventTriggerName //Triggered on a if ( `SYNC_RAND ( 100 ) < kNewEffectState.iShedChance ) -- unknown what sets this though

=========================================================

X2Effect_Regeneration.uc

EventToTriggerOnHeal //Triggered when healed, unsure what sets this

=========================================================

X2Effect_ScanningProtocol.uc

class'X2Ability_Chryssalid'.default.UnburrowTriggerEventName //Triggered when burrowed chryssalid is scanned

class'X2Ability_Faceless'.default.ChangeFormTriggerEventName //Triggered when hidden faceless is scanned

=========================================================

X2Effect_Serial.uc

'SerialKiller' //Triggered when Serial ability activates

=========================================================

X2Effect_SpawnFaceless.uc

'UnitRemovedFromPlay' //When the civilian dies/transforms

=========================================================

X2Effect_SpawnPsiZombie.uc

'UnitRemovedFromPlay' //When the corpse leaves so the zombie can rise

'UnitMoveFinished' //Probably because the zombie is now here? unsure why other 'spawning' triggers dont do this

=========================================================

X2Effect_Stunned.uc

'CyberusUnitStunned' //Unsure, but it appears when a 'cyberus' is killed by getting stunned

=========================================================

X2Effect_Sustain.uc

'SustainTriggered' //When the Sustain psi ability triggers

=========================================================

X2Effect_Sustained.uc

'FireSustainedAbility' //Unsure what this means, maybe this is that Sustain should trigger, and 'SustainTriggered' is when it actually triggers?

=========================================================

X2Effect_SwitchToRobot.uc

'UnitRemovedFromPlay' //When the Andromedon dies ( 1st time )

'AndromedonToRobot' //When the Andromedon 'transforms' from 1st death to second form

=========================================================

X2Effect_TriggerEvent.uc

TriggerEventName //Looks like its here just to annoy me, its a seemingly other way to trigger events with nothing inherantly noteable about it

=========================================================

X2EffecT_World.uc

'GameplayTileEffectUpdate' //Doesn't specify what effect is being applied, seems generic. Maybe weather?

=========================================================

X2StatusEffects.uc

'UnitBleedingOut' //When the unit starts bleeding out

'UnitUnconscious //When a unit is knocked unconcious

'StasisLanceHitACaptain' //Possibly another name for skulljack? Related to story

'StasisLanceHitACodex' //Possibly another name for skulljack? Related to story

=========================================================

X2StrategyElement_DefaultAlienAI.ui

'XComLoss' //When you lose the game ( not if , harharhar )

=========================================================

X2StrategyElement_DefaultFacilities.uc

"OnEnteredFacility_" $ FacilityTemplate.DataName //When you enter a facility from the avenger

=========================================================

X2StrategyElement_DefaultMissionSources.uc

'GuerillaOpComplete' //When you successfully complete a GOp mission

'SkippedMissionLostContact' //When a supply raid mission expires

'SkippedMissionLostContact' //When a retaliation mission expires

'SkippedMissionLostContact' //When a council mission expires

'SkippedMissionLostContact' //When a landed UFO mission expires

'CouncilMissionSpawned' //When a council mission spawns

'RetaliationMissionSpawned' //When a retaliation mission spawns

=========================================================

X2StrategyElement_DefaultObjectives.uc

'TutorialPostKickToBaseView' //Tutorial: When you leave the labs for the first time

'WelcomeToArmoryComplete' //Tutorial: When you leave the armory for the first time

'ResearchCompleted' //Tutorial: When you finish the AlienBiotech research

'TutorialPostKickToBaseView' //Tutorial: When you leave engineering for the first time

'WelcomeLabsPt2Complete' //When you get the second cutscene involving the labs

'TutorialCentralWelcomeRes' //Tutorial: When you go to the bridge for the first time

'TutorialCentralWelcomeRes' //When you go to the bridge for the first time

'CameraAtAvenger' //Unsure, says CameraLookAtAvenger, possibly just when you focused on the avenger from geoscape

'CameraAtBlacksite' //Possibly when the camera focuses on the first blacksite mission

'ShowBlacksiteScreen' //Possibly when you first click the blacksite?

'ObjectivesRevealed' //First time you actually have objectives

'OnFlightModeActivatedTutorial' //No idea, maybe when you first get the ability to control the avenger?

'OnIntroToRadioRelaysComplete' //When you learn about relays

'CinematicComplete' // Not sure if always or not

'UpgradeCompleted' //I think this is for when the shadow chamber upgrades?

'PlayForgeMakeContact' //Don't have forge, presumably something to do with that

'PlayPsiGateMakeContact' //Don't have psigate, presumably somethign to do with that

'CameraAtBroadcast' //Haven't done it, presumably something to do with the final mission

'CameraAtFortress' //Haven't done it, presumably something to do with the final mission

'AvatarProjectRevealComplete' //When the avatar project has been official revealted to the player

=========================================================

X2StrategyElement_DefaultTech.uc

'ItemConstructionCompleted' //I think this is normal items, like medkits. Unsure

=========================================================

X2StrategyGame_SimCombat.uc

ObjectiveState.GetMyTemplate () .CompletionEvent //I think this is when a story level objective finishes

=========================================================

X2StrategyGameRulesetDataStructures.uc

'PromotionEvent' //When a soldier is promoted

=========================================================

X2TacticalGameRuleset.uc

'OnTacticalBeginPlay' //When the tactical game starts

'PlayerTurnBegun' //When the XCom's turn starts

'PlayerTurnEnded' //When the Alien's turn starts

=========================================================

X2VisualizerHelpers.uc

'BreakWindow' //When a window gets broken, I think only as a result of movement/prefire and not destruction

'BreakDoor' //When a door gets 'broken', I think when moving through it ( kicking it ) and not destruction

=========================================================

X2HackRewardTemplate.uc

class'X2HackRewardTemplateManager'.default.HackAbilityEventName //I think this triggers for all hack reward 'events' on successful hacking

=========================================================

X2Item_DefaultUtilityItems.uc

'OnSKULLJACKEquip' //Hard to say, nothing there. Presumably when you equip a skulljack

=========================================================

XComAISpawnManager.uc

'UnitSpawned' //When a specific unit spawns, helper function of sorts

=========================================================

XComGameState_AIReinforcementSpawner.uc

'ReinforcementSpawnerCreated' //When they call down a reinforcement flare

=========================================================

XComGameState_AIUnitData.uc

'AlertDataTriggerAlertAbility' // Not too sure really, i think its just ai stuff

=========================================================

XComGameState_AlienNetworkComponent.uc

'OnDoomPopup' //I think this is when the aliens gain avatar progress

=========================================================

XComGameState_BattleData.uc

'OnMissionObjectiveComplete' //Self explanatory i think

=========================================================

XcomGameState_BlackMarket.uc

'BlackMarketPurchase' //When you buy something from the BM

=========================================================

XComGameState_Continent

'ContinentBonusActivated' //When you get a continent bonus

=========================================================

XComGameState_Destructible.uc

'ObjectDestroyed' //When an objects health is brought to 0

=========================================================

XcomGameState_DestructionSphere.uc

'DestructionSphereUpdated' //I think this is for targeting cursors like the nade launcher

=========================================================

XComGameState_EnvironmentDamage.uc

'OnEnvironmentalDamage' // Not clear, possibly always?

=========================================================

XComGameState_EvacZone.uc

'EvacZonePlaced' //When you call for an evac zone

=========================================================

XComGameState_HeadquartersAlien.uc

//Add avatar progress as a result of facilities

'OnFacilityAddsDoom'

'OnFortressAddsDoom'

'OnFortressAddsDoomEndgame'

=========================================================

XGStrategy.uc

'OnNewGame' //When you start a new game

'WelcomeLabsPt2Complete' //Non-tutorial lab cutscene

'PreMissionDone' //The starting mission, I assume this is gatecrasher and not the tutorial ( the pre mission is done, not pre mission done )

=========================================================

XComAISpawnManager.uc

'UnitSpawned' //Seems to be a generic unit spawner

=========================================================

XComGameState_HeadquartersResistance.uc

'ResistanceActivity' //?

=========================================================

XComGameState_HeadquartersRoom.uc

'ExcavationStarted' //When you start to clear out a room

=========================================================

XComGameState_HeadquartersXCom.uc

'ConstructionStarted' //When you start construction of an avenger room

'WarningNoPower' //When your power is in the red

'AddResource' //When you acquire a resource ( supplies/intel possibly others )

'ScanStarted' //When the avenger starts scanning an area

'StartScanForContact' //When scanning to establish contact

'NewCrewNotification' //When there are new people avaible for hire

'OnAvengerTakeOff' //When you leave an area to go to a new area on geoscape ( possibly only if at hq? )

'OnAvengerTakeOffGeneric' //When you leave an area to go to a new area on geoscape ( possibly only if NOT at hq? )

=========================================================

XComGameState_InteractiveObject.uc

'ObjectInteraction' //When interacting with an interactable object

=========================================================

XComGameState_LootDrop.uc

'LootDropCreated' //When loot drops in game from a kill

=========================================================

XComGameState_MissionSite.uc

'LaunchMissionSelected' //When you launch for a normal mission

'FinalMissionSquadSelected' //When you launch for the final mission

'GuerillaOpComplete' //When you complete a GOp

'MissionExpired' //When a mission expires

'MissionDoneBuilding' //I think this might be a special trigger for if a building finishes construction while flying to a mission

'OnDoomPopup' //Shows avatar progress

=========================================================

XComGameState_MissionSiteAvengerDefense.uc

'AvengerAttacked' //Defense mission

=========================================================

XComGameState_Objective.uc

'ObjectiveCompleted' //When an in mission objective is completed

=========================================================

XComGameState_Player

'SquadConcealmentBroken' //When you are revealed

=========================================================

XComGameState_PointOfInterest.uc

'POICompleted' //I think this is for random scans ( rumors ) on the geoscape

'AvengerLandedScanPOI' //When you get to a point of interest on geoscape

'RumorAppeared' //When a new rumor appears on geoscape

=========================================================

XComGameState_ResourceCache.uc

'ResourceCacheSupplies' //When done scanning a cache

'SupplyDropAppeared' //When monthly supplies appear

=========================================================

XComGameState_ScanningSite.uc

'AvengerLandedScanRegion' //When the avenger arrives at a scannable region

=========================================================

XComGameState_StaffSlot.uc

'StaffUpdated' //When you add or remove staff from a 'slot' in a facility

=========================================================

XComGameState_Tech.uc

'OnResearchReport' //When research reports are shown ( when you view finished research )

=========================================================

XComGameState_UFO.uc

'UFOSpawned' //When a UFO spawns on the geoscape

=========================================================

XComGameState_Unit.uc

'UnitTouchedVolume' //I think this is if the mouse is touching a unit on tactical?

'UnitTouchedExit' //I think this is when the mouse leaves a units touch region

CharacterTemplate.SightedEvents[i] //Unsure, maybe when your guys see an objective?

'OnUnitBeginPlay' //When tactical starts

'UnitTakeEffectDamage' //I think this is all damage not just effect damage ( fire ) unsure

'ShieldsExpended' //When shields are finished

'UnitDied' //When any unit is killed

'KilledACodex' //When a codex is killed

'KilledAnAvater' //When an avater is killed

'RankUpMessage' //When a soldier levels up mid mission

'KillMail' //Hard to say, I think this notifies the killer that the killed was killed...

'WeaponKillType' // Not sure, maybe if the kill was a result of an ability?

'UnitChangedTeam' //MindControl/Hacked/whatever else can do this

'UnitConcealmentEntered' //When a unit enters concealment

'UnitConcealmentBroken' //When a unit leaves concealment

'UnitRemovedFromPlay' //When a unit is no longer on the map

'UnitEvacuated' //When evacced

=========================================================

XComGameState_WorldRegion.uc

"RegionContacted_" $ Biome $ "_" $ TimeOfDay //I think this is to notify that youve contacted a new region, ToD included for cutscene

'RegionContacted' //When you finish contacting a region ( sent with above also )

'RegionBuiltOutput' // not sure?

'OnBlacksiteContacted' // not sure?

'OnForgeContacted' // not sure?

'OnPsiGateContacted' // not sure?

'RegionUnlocked' //When you contact a region, the new regions that are open

'BlacksiteRegionUnlocked' //Region containing blacksite unlocked

'WarningNoComms' //When no comms are left

'OnAlienFacilityPopupReallyBad' //3 point facility?

'OnAlienFacilityPopupBad' //2 point facility?

'OnAlienFacilityPopup' //1 point facility?

'OnContactOrOutpost' //when you build an output or make contact

'LeaveContactWithoutScan' // If you leave without scanning ( maybe finishing? )

=========================================================

XComGameStateContext_Ability.nc

'AbilityActivated' //When units activate abilities

PostActivationEventName // If the activate ability has a post effect, activate that

'CodexFirstAction' //first time a codex gets an action

'AvatarFirstAction' //first time an avatar gets an action

=========================================================

XComGameStateContext_Falling.uc

'UnitMoveFinished' //After you fall

=========================================================

XComGameStateContext_HeadquartersOrder.uc

'ResearchCompleted' //When research completes

'FacilityConstructionCompleted' //When a new building is finished

'ItemConstructionCompleted' //When a new item is finished

'UnitHealCompleted' //When a unit is no longer wounded

'UpgradeCompleted' //When a buliding upgrade finishes

'PsiTrainingCompleted' //When a psi trooper finishes

=========================================================

XComGameStateContext_RevealAI.ui

'ScamperBegin' //When aliens scamper when detected

=========================================================

XComGameStateContext_StrategyGameRules.uc

'SoldierTacticalToStrategy' // Not sure, seems to talk about any remaining things needed when transitioning back to strategy

=========================================================

XComGameStateContext_TacticalGameRule.uc

'TacticalGameEnd' //When tactical is over

=========================================================

XComGameStateContext_UpdateWorldEffects.uc

'GameplayTileEffectUpdate' //When a tile gets new effects added/removed to them

=========================================================

XComHQPresentationLayer.uc

'PostMissionDone' //When you leave the post mission screen ( which i think is the return flight )

'OnGeoscapeEntry' //When you go to geoscape

'WarningNoResearch' //When you do not have any research active

'WarningNoIncome' //When you arent going to be getting any money come end of month, EXPAND !

'OnFacilityNag' //Reminder to go after facilities

'WarningUnstaffedEngineer' //When you have engineers doing nothing

AlienHQ.PendingDoomEvent //When an avatar progress happens

'OnViewPCS' //When viewing PCSs for a trooper

'OnEnteredBuildFacilities' //When entering the ui to build new facilities

'OnResearchCompletePopupClosed' //When you close the research complete menu

'MissionRewardRecap' //The reward screen ( loot )

'OnViewDarkEvents' //When you click the view dark events button on geoscape

'AvatarProjectRevealed' //When the avatar project is first revealed

'MakingContact' //When you go to make contact with a region ( seems redundant doesnt it? )

'UnitPromoted' //When a unit is promoted

'OnDarkEventPopupClosed' //When you close the dark event ui

'OnPOISelected' //When you select a rumor ( maybe? )

=========================================================

XGGeoscape.uc

'PreMissionDone' //Immedieatly after returning from a mission

'XComVictory' //When we win !

=========================================================

XComPresentationLayerBase.uc

CharTemplate.SightedEvents[idx] //unsure

=========================================================

XComTacticalController

'CodexFirstAction' //First time a codex acts

'AvatarFirstAction' //First time an avatar acts

=========================================================

XComTacticalInput

'CameraFocusActiveUnit' //Seems to be when you press home, recenter on active unit?

=========================================================

! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !

! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !

! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !

/* NOT DIRECTLY TRIGGERED, JUST NAMED. UNSURE WHAT THESE REPRESENT OR HOW/WHEN/ IF THEY TRIGGER */

=========================================================

X2Ability_Chryssalid.uc

'UnburrowCheckTrigger'

=========================================================

X2Ability_ChryssalidCocoon.uc

'GestationTrigger'

=========================================================

X2Ability_Faceless.uc

'ChangeFormCheckTrigger'

=========================================================

X2Ability_ItemGrantedAbilitySet.uc

'WraithActivationEvent'

=========================================================

X2Ability_Muton.uc

'DelayedExecuteRemoved'

=========================================================

X2Ability_PsiOperativeAbilitySet.uc

'FuseTriggered'

'FusePostTriggered'

'SoulStealTriggered'

'SoulStealAmount'

'VoidRiftInsanityTriggered'

=========================================================

X2Ability_PsiWitch

'DimensionalRiftTrigger'

=========================================================

X2Ability_Sectoid