Wilson [29th ID]
01-03-2007, 10:37 PM
Ever wonder what all those pev_ things in fakemeta_const.inc are for?
I just found out a bit of info on them. I wrote a plugin which I've attached that lets you test out any pev value and also set it to something else.
Below is the list I got as an Allied Rifleman, including values and some notes. Use it to your reference, scripters, and also try out the plugin if you'd like to test other values. I'll probably update the plugin to include EntityState and UserCmd tests as well.
pev_string_start = 0,
pev_classname,//player
pev_globalname,//[null]
pev_model,//models/player.mdl
pev_target,//[null]
pev_targetname,//[null]
pev_netname,//Cpt. Wilson [29th ID]
pev_message,//[null]
pev_noise,//[null]
pev_noise1,//[null]
pev_noise2,//[null]
pev_noise3,//[null]
pev_string_end,
pev_edict_start, // #13 (skipped edicts)
pev_chain,
pev_dmg_inflictor,
pev_enemy,
pev_aiment,
pev_owner,
pev_groundentity,
pev_euser1,
pev_euser2,
pev_euser3,
pev_euser4,
pev_edict_end,
pev_float_start, // 25
pev_impacttime,//0.0
pev_starttime,//0.0
pev_idealpitch,//0.0
pev_ideal_yaw,//0.0
pev_pitch_speed,//0.0
pev_yaw_speed,//0.0
pev_ltime,//0.0
pev_nextthink,//0.0
pev_gravity,//1.0
pev_friction,//1.0
pev_frame,//113.109275
pev_animtime,//310.068023
pev_framerate,//1.0
pev_scale,//0.0
pev_renderamt,//0.0
pev_health,// 100.0 #41
pev_frags,//0.0
pev_takedamage,//2.0
pev_max_health,//100.0
pev_teleport_time,//0.0
pev_armortype,//0.0
pev_armorvalue,//0.0
pev_dmg_take,//0.0
pev_dmg_save,//0.0
pev_dmg,//2.0
pev_dmgtime,//0.0
pev_speed,//0.0
pev_air_finished,//461.853454
pev_pain_finished,//0.0
pev_radsuit_finished,//0.0
pev_maxspeed,//600.0 #56
pev_fov,//0.0
pev_flFallVelocity,//0.0
pev_fuser1,//0.0
pev_fuser2,//0.0
pev_fuser3,//0.0
pev_fuser4,//100.0 (interesting)
pev_float_end,
pev_int_start, // #64
pev_fixangle,//0
pev_modelindex,//264.0
pev_viewmodel,//1280544474 aka 55458664.0
pev_weaponmodel,//1280544466 aka 55458632.0 (while holding garand)
pev_movetype,//3.0
pev_solid,//3.0
pev_skin,//0
pev_body,//12.0 (rifleman) 1161.0 (mg gunner)
pev_effects,//0
pev_light_level,//81.0
pev_sequence,//152.0
pev_gaitsequence,//1.0 (standing) 14.0 (crouching)
pev_rendermode,//0.0 #77
pev_renderfx,//0.0
pev_weapons,//8234.0 (rifleman) 8202.0 (dropped rifle)
pev_deadflag,//0.0 (alive) 1.0 (dead) 2.0 (respawning)
pev_button,//0.0 (none) 32.0 (holding use)
pev_impulse,//0.0
pev_spawnflags,//0.0
pev_flags,//520.0 (standing/running) 8.0 (jumping) 16904.0 (crouching/proning)
pev_colormap,//1.0
pev_team,//1.0 (allies) 2.0 (axis) 3.0 (spec)
pev_waterlevel,//0.0 (dry) 1.0 (in water)
pev_watertype,//-1.0 (dry) -3.0 (in water)
pev_playerclass,//1.0 (rifleman) 3.0 (tommy)
pev_weaponanim,//0.0 (idle) 5.0 (reload) 6.0 (draw) --all garand
pev_pushmsec,//0.0
pev_bInDuck,//0.0
pev_flTimeStepSound,//0.0 (idle) 170.0 (running) 989.0 (walk) 290.0 (sprint)
pev_flSwimTime,//0.0
pev_flDuckTime,//0.0 (idle) 800-900 when in the process of crouching - returns to 0.0 when fully crouched
pev_iStepLeft,//0.0 (idle) 1.0 (moving left)
pev_gamestate,//0.0
pev_oldbuttons,//0.0
pev_groupinfo,//0.0
pev_iuser1,//0.0
pev_iuser2,//0.0
pev_iuser3,//0.0
pev_iuser4,//0.0
pev_int_end,
pev_byte_start, // #105 (skipped bytes)
pev_controller_0,
pev_controller_1,
pev_controller_2,
pev_controller_3,
pev_blending_0,
pev_blending_1,
pev_byte_end,
pev_bytearray_start, // #113 (skipped byte arrays)
pev_controller,
pev_blending,
pev_bytearray_end,
pev_vecarray_start, // #117
pev_origin,//standard origin vector..nothing special
pev_oldorigin,//0.0 0.0 0.0
pev_velocity,//standard velocity nothing special
pev_basevelocity,//0.0 0.0 0.0
pev_clbasevelocity,//0.0 0.0 0.0
pev_movedir,//0.0 0.0 0.0
pev_angles,//standard angles nothing special
pev_avelocity,//0.0 0.0 0.0
pev_v_angle,//vertical angle of where you are looking
pev_endpos,//0.0 0.0 0.0
pev_startpos,//0.0 0.0 0.0
pev_absmin,//standard absmin
pev_absmax,//standard absmin
pev_mins,//-16.0 -16.0 -36.0 (z is 18.0 when crouching)
pev_maxs,//16.0 16.0 36.0
pev_size,//32.0 32.0 72.0 (z is 36.0 when crouching)
pev_rendercolor,//0.0 0.0 0.0
pev_view_ofs,//0.0 0.0 22.0 (fun one..can make adjust your vertical view)
pev_vuser1,//0.0 0.0 0.0
pev_vuser2,//0.0 0.0 0.0
pev_vuser3,//0.0 0.0 0.0
pev_vuser4,//0.0 0.0 0.0
pev_punchangle,//0.0 0.0 0.0 (this one's fun to screw with)
pev_vecarray_end,
pev_string2_begin, /* anything after here are string corrections */ // #142
pev_weaponmodel2,//models/p_garand.mdl
pev_viewmodel2,//models/v_garand.mdl
pev_string2_end,
pev_edict2_start, /* edict corrections */
pev_pContainingEntity,
pev_absolute_end
For the plugin
/////////////////////////////////////
// USAGE
// Get the PEV number from fakemeta_const.inc
// Each pev_name has a number that goes with it.
// Use the top one as a reference - it's value is 0
// and they go up from there.
//////////////////////////////////////
// RETREIVING DATA
// (All types)
// pevtest PEVNUM
// Replacing PEVNUM and providing no args
// Will return current value for specified PEV
//////////////////////////////////
// SETTING DATA
// For integers
// pevtest PEVNUM 1
// Will set PEVNUM to 1
// For floats
// pevtest PEVNUM 1.0
// Will set PEVNUM to 1.0
// For Strings
// pevtest PEVNUM stringhere
// Will set PEVNUM to stringhere
// For Vectors
// pevtest PEVNUM 1.0 1.0 1.0
// Will set PEVNUM to 1.0, 1.0, 1.0
/////////////////////////////////////////////
I just found out a bit of info on them. I wrote a plugin which I've attached that lets you test out any pev value and also set it to something else.
Below is the list I got as an Allied Rifleman, including values and some notes. Use it to your reference, scripters, and also try out the plugin if you'd like to test other values. I'll probably update the plugin to include EntityState and UserCmd tests as well.
pev_string_start = 0,
pev_classname,//player
pev_globalname,//[null]
pev_model,//models/player.mdl
pev_target,//[null]
pev_targetname,//[null]
pev_netname,//Cpt. Wilson [29th ID]
pev_message,//[null]
pev_noise,//[null]
pev_noise1,//[null]
pev_noise2,//[null]
pev_noise3,//[null]
pev_string_end,
pev_edict_start, // #13 (skipped edicts)
pev_chain,
pev_dmg_inflictor,
pev_enemy,
pev_aiment,
pev_owner,
pev_groundentity,
pev_euser1,
pev_euser2,
pev_euser3,
pev_euser4,
pev_edict_end,
pev_float_start, // 25
pev_impacttime,//0.0
pev_starttime,//0.0
pev_idealpitch,//0.0
pev_ideal_yaw,//0.0
pev_pitch_speed,//0.0
pev_yaw_speed,//0.0
pev_ltime,//0.0
pev_nextthink,//0.0
pev_gravity,//1.0
pev_friction,//1.0
pev_frame,//113.109275
pev_animtime,//310.068023
pev_framerate,//1.0
pev_scale,//0.0
pev_renderamt,//0.0
pev_health,// 100.0 #41
pev_frags,//0.0
pev_takedamage,//2.0
pev_max_health,//100.0
pev_teleport_time,//0.0
pev_armortype,//0.0
pev_armorvalue,//0.0
pev_dmg_take,//0.0
pev_dmg_save,//0.0
pev_dmg,//2.0
pev_dmgtime,//0.0
pev_speed,//0.0
pev_air_finished,//461.853454
pev_pain_finished,//0.0
pev_radsuit_finished,//0.0
pev_maxspeed,//600.0 #56
pev_fov,//0.0
pev_flFallVelocity,//0.0
pev_fuser1,//0.0
pev_fuser2,//0.0
pev_fuser3,//0.0
pev_fuser4,//100.0 (interesting)
pev_float_end,
pev_int_start, // #64
pev_fixangle,//0
pev_modelindex,//264.0
pev_viewmodel,//1280544474 aka 55458664.0
pev_weaponmodel,//1280544466 aka 55458632.0 (while holding garand)
pev_movetype,//3.0
pev_solid,//3.0
pev_skin,//0
pev_body,//12.0 (rifleman) 1161.0 (mg gunner)
pev_effects,//0
pev_light_level,//81.0
pev_sequence,//152.0
pev_gaitsequence,//1.0 (standing) 14.0 (crouching)
pev_rendermode,//0.0 #77
pev_renderfx,//0.0
pev_weapons,//8234.0 (rifleman) 8202.0 (dropped rifle)
pev_deadflag,//0.0 (alive) 1.0 (dead) 2.0 (respawning)
pev_button,//0.0 (none) 32.0 (holding use)
pev_impulse,//0.0
pev_spawnflags,//0.0
pev_flags,//520.0 (standing/running) 8.0 (jumping) 16904.0 (crouching/proning)
pev_colormap,//1.0
pev_team,//1.0 (allies) 2.0 (axis) 3.0 (spec)
pev_waterlevel,//0.0 (dry) 1.0 (in water)
pev_watertype,//-1.0 (dry) -3.0 (in water)
pev_playerclass,//1.0 (rifleman) 3.0 (tommy)
pev_weaponanim,//0.0 (idle) 5.0 (reload) 6.0 (draw) --all garand
pev_pushmsec,//0.0
pev_bInDuck,//0.0
pev_flTimeStepSound,//0.0 (idle) 170.0 (running) 989.0 (walk) 290.0 (sprint)
pev_flSwimTime,//0.0
pev_flDuckTime,//0.0 (idle) 800-900 when in the process of crouching - returns to 0.0 when fully crouched
pev_iStepLeft,//0.0 (idle) 1.0 (moving left)
pev_gamestate,//0.0
pev_oldbuttons,//0.0
pev_groupinfo,//0.0
pev_iuser1,//0.0
pev_iuser2,//0.0
pev_iuser3,//0.0
pev_iuser4,//0.0
pev_int_end,
pev_byte_start, // #105 (skipped bytes)
pev_controller_0,
pev_controller_1,
pev_controller_2,
pev_controller_3,
pev_blending_0,
pev_blending_1,
pev_byte_end,
pev_bytearray_start, // #113 (skipped byte arrays)
pev_controller,
pev_blending,
pev_bytearray_end,
pev_vecarray_start, // #117
pev_origin,//standard origin vector..nothing special
pev_oldorigin,//0.0 0.0 0.0
pev_velocity,//standard velocity nothing special
pev_basevelocity,//0.0 0.0 0.0
pev_clbasevelocity,//0.0 0.0 0.0
pev_movedir,//0.0 0.0 0.0
pev_angles,//standard angles nothing special
pev_avelocity,//0.0 0.0 0.0
pev_v_angle,//vertical angle of where you are looking
pev_endpos,//0.0 0.0 0.0
pev_startpos,//0.0 0.0 0.0
pev_absmin,//standard absmin
pev_absmax,//standard absmin
pev_mins,//-16.0 -16.0 -36.0 (z is 18.0 when crouching)
pev_maxs,//16.0 16.0 36.0
pev_size,//32.0 32.0 72.0 (z is 36.0 when crouching)
pev_rendercolor,//0.0 0.0 0.0
pev_view_ofs,//0.0 0.0 22.0 (fun one..can make adjust your vertical view)
pev_vuser1,//0.0 0.0 0.0
pev_vuser2,//0.0 0.0 0.0
pev_vuser3,//0.0 0.0 0.0
pev_vuser4,//0.0 0.0 0.0
pev_punchangle,//0.0 0.0 0.0 (this one's fun to screw with)
pev_vecarray_end,
pev_string2_begin, /* anything after here are string corrections */ // #142
pev_weaponmodel2,//models/p_garand.mdl
pev_viewmodel2,//models/v_garand.mdl
pev_string2_end,
pev_edict2_start, /* edict corrections */
pev_pContainingEntity,
pev_absolute_end
For the plugin
/////////////////////////////////////
// USAGE
// Get the PEV number from fakemeta_const.inc
// Each pev_name has a number that goes with it.
// Use the top one as a reference - it's value is 0
// and they go up from there.
//////////////////////////////////////
// RETREIVING DATA
// (All types)
// pevtest PEVNUM
// Replacing PEVNUM and providing no args
// Will return current value for specified PEV
//////////////////////////////////
// SETTING DATA
// For integers
// pevtest PEVNUM 1
// Will set PEVNUM to 1
// For floats
// pevtest PEVNUM 1.0
// Will set PEVNUM to 1.0
// For Strings
// pevtest PEVNUM stringhere
// Will set PEVNUM to stringhere
// For Vectors
// pevtest PEVNUM 1.0 1.0 1.0
// Will set PEVNUM to 1.0, 1.0, 1.0
/////////////////////////////////////////////