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Fakemeta Key

by Wilson [29th ID] · 2007-01-04 · 5 replies · 2190 views · 25 downloads

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From the first post

Ever wonder what all those pev_ things in fakemeta_const.inc are for?
rnI 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.
rn
rnBelow 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.
rn
rn
pev_string_start = 0,rn	pev_classname,//playerrn	pev_globalname,//[null]rn	pev_model,//models/player.mdlrn	pev_target,//[null]rn	pev_targetname,//[null]rn	pev_netname,//Cpt. Wilson [29th ID]rn	pev_message,//[null]rn	pev_noise,//[null]rn	pev_noise1,//[null]rn	pev_noise2,//[null]rn	pev_noise3,//[null]rn	pev_string_end,rn	pev_edict_start, // #13 (skipped edicts)rn	pev_chain,rn	pev_dmg_inflictor,rn	pev_enemy,rn	pev_aiment,rn	pev_owner,rn	pev_groundentity,rn	pev_euser1,rn	pev_euser2,rn	pev_euser3,rn	pev_euser4,rn	pev_edict_end,rn	pev_float_start, // 25rn	pev_impacttime,//0.0rn	pev_starttime,//0.0rn	pev_idealpitch,//0.0rn	pev_ideal_yaw,//0.0rn	pev_pitch_speed,//0.0rn	pev_yaw_speed,//0.0rn	pev_ltime,//0.0rn	pev_nextthink,//0.0rn	pev_gravity,//1.0rn	pev_friction,//1.0rn	pev_frame,//113.109275rn	pev_animtime,//310.068023rn	pev_framerate,//1.0rn	pev_scale,//0.0rn	pev_renderamt,//0.0rn	pev_health,// 100.0     #41rn	pev_frags,//0.0rn	pev_takedamage,//2.0rn	pev_max_health,//100.0rn	pev_teleport_time,//0.0rn	pev_armortype,//0.0rn	pev_armorvalue,//0.0rn	pev_dmg_take,//0.0rn	pev_dmg_save,//0.0rn	pev_dmg,//2.0rn	pev_dmgtime,//0.0rn	pev_speed,//0.0rn	pev_air_finished,//461.853454rn	pev_pain_finished,//0.0rn	pev_radsuit_finished,//0.0rn	pev_maxspeed,//600.0      #56rn	pev_fov,//0.0rn	pev_flFallVelocity,//0.0rn	pev_fuser1,//0.0rn	pev_fuser2,//0.0rn	pev_fuser3,//0.0rn	pev_fuser4,//100.0   (interesting)rn	pev_float_end,rn	pev_int_start, // #64rn	pev_fixangle,//0rn	pev_modelindex,//264.0rn	pev_viewmodel,//1280544474 aka 55458664.0rn	pev_weaponmodel,//1280544466 aka 55458632.0 (while holding garand)rn	pev_movetype,//3.0rn	pev_solid,//3.0rn	pev_skin,//0rn	pev_body,//12.0 (rifleman) 1161.0 (mg gunner)rn	pev_effects,//0rn	pev_light_level,//81.0rn	pev_sequence,//152.0rn	pev_gaitsequence,//1.0 (standing) 14.0 (crouching)rn	pev_rendermode,//0.0            #77rn	pev_renderfx,//0.0rn	pev_weapons,//8234.0 (rifleman) 8202.0 (dropped rifle)rn	pev_deadflag,//0.0 (alive) 1.0 (dead) 2.0 (respawning)rn	pev_button,//0.0 (none) 32.0 (holding use)rn	pev_impulse,//0.0rn	pev_spawnflags,//0.0rn	pev_flags,//520.0 (standing/running) 8.0 (jumping) 16904.0 (crouching/proning)rn	pev_colormap,//1.0rn	pev_team,//1.0 (allies) 2.0 (axis) 3.0 (spec)rn	pev_waterlevel,//0.0 (dry) 1.0 (in water)rn	pev_watertype,//-1.0 (dry) -3.0 (in water)rn	pev_playerclass,//1.0 (rifleman) 3.0 (tommy)rn	pev_weaponanim,//0.0 (idle) 5.0 (reload) 6.0 (draw) --all garandrn	pev_pushmsec,//0.0rn	pev_bInDuck,//0.0rn	pev_flTimeStepSound,//0.0 (idle) 170.0 (running) 989.0 (walk) 290.0 (sprint)rn	pev_flSwimTime,//0.0rn	pev_flDuckTime,//0.0 (idle) 800-900 when in the process of crouching - returns to 0.0 when fully crouchedrn	pev_iStepLeft,//0.0 (idle) 1.0 (moving left)rn	pev_gamestate,//0.0rn	pev_oldbuttons,//0.0rn	pev_groupinfo,//0.0rn	pev_iuser1,//0.0rn	pev_iuser2,//0.0rn	pev_iuser3,//0.0rn	pev_iuser4,//0.0rn	pev_int_end,rn	pev_byte_start, // #105 (skipped bytes)rn	pev_controller_0,rn	pev_controller_1,rn	pev_controller_2,rn	pev_controller_3,rn	pev_blending_0,rn	pev_blending_1,rn	pev_byte_end,rn	pev_bytearray_start, // #113 (skipped byte arrays)rn	pev_controller,rn	pev_blending,rn	pev_bytearray_end,rn	pev_vecarray_start, // #117rn	pev_origin,//standard origin vector..nothing specialrn	pev_oldorigin,//0.0 0.0 0.0rn	pev_velocity,//standard velocity nothing specialrn	pev_basevelocity,//0.0 0.0 0.0rn	pev_clbasevelocity,//0.0 0.0 0.0rn	pev_movedir,//0.0 0.0 0.0rn	pev_angles,//standard angles nothing specialrn	pev_avelocity,//0.0 0.0 0.0rn	pev_v_angle,//vertical angle of where you are lookingrn	pev_endpos,//0.0 0.0 0.0rn	pev_startpos,//0.0 0.0 0.0rn	pev_absmin,//standard absminrn	pev_absmax,//standard absminrn	pev_mins,//-16.0 -16.0 -36.0 (z is 18.0 when crouching)rn	pev_maxs,//16.0 16.0 36.0rn	pev_size,//32.0 32.0 72.0 (z is 36.0 when crouching)rn	pev_rendercolor,//0.0 0.0 0.0rn	pev_view_ofs,//0.0 0.0 22.0 (fun one..can make adjust your vertical view)rn	pev_vuser1,//0.0 0.0 0.0rn	pev_vuser2,//0.0 0.0 0.0rn	pev_vuser3,//0.0 0.0 0.0rn	pev_vuser4,//0.0 0.0 0.0rn	pev_punchangle,//0.0 0.0 0.0 (this one's fun to screw with)rn	pev_vecarray_end,rn	pev_string2_begin,	/* anything after here are string corrections */ // #142rn	pev_weaponmodel2,//models/p_garand.mdlrn	pev_viewmodel2,//models/v_garand.mdlrn	pev_string2_end,rn	pev_edict2_start,	/* edict corrections */rn	pev_pContainingEntity,rn	pev_absolute_end

rn
rn
rnFor the plugin
rn
rn
/////////////////////////////////////rn// USAGErn// Get the PEV number from fakemeta_const.incrn// Each pev_name has a number that goes with it.rn// Use the top one as a reference - it's value is 0rn// and they go up from there.rn//////////////////////////////////////rn// RETREIVING DATArnrn// (All types)rn// pevtest PEVNUMrn// Replacing PEVNUM and providing no argsrn// Will return current value for specified PEVrn//////////////////////////////////rn// SETTING DATArnrn// For integersrn// pevtest PEVNUM 1rn// Will set PEVNUM to 1rnrn// For floatsrn// pevtest PEVNUM 1.0rn// Will set PEVNUM to 1.0rnrn// For Stringsrn// pevtest PEVNUM stringherern// Will set PEVNUM to stringherernrn// For Vectorsrn// pevtest PEVNUM 1.0 1.0 1.0rn// Will set PEVNUM to 1.0, 1.0, 1.0rn/////////////////////////////////////////////

Files

pevtest.sma v1.0 3 KB 25 dl Download Compile

The thread

All 6 posts from 2 people on Fakemeta Key, kept as they were written.

Wilson [29th ID]
started this thread
Posts: 623
Threads: 57
Joined: Oct 2005
01-03-2007, 10:37 PM #1

Ever wonder what all those pev_ things in fakemeta_const.inc are for?rnI 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.rnrnBelow 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.rnrn

	pev_string_start = 0,rn	pev_classname,//playerrn	pev_globalname,//[null]rn	pev_model,//models/player.mdlrn	pev_target,//[null]rn	pev_targetname,//[null]rn	pev_netname,//Cpt. Wilson [29th ID]rn	pev_message,//[null]rn	pev_noise,//[null]rn	pev_noise1,//[null]rn	pev_noise2,//[null]rn	pev_noise3,//[null]rn	pev_string_end,rn	pev_edict_start, // #13 (skipped edicts)rn	pev_chain,rn	pev_dmg_inflictor,rn	pev_enemy,rn	pev_aiment,rn	pev_owner,rn	pev_groundentity,rn	pev_euser1,rn	pev_euser2,rn	pev_euser3,rn	pev_euser4,rn	pev_edict_end,rn	pev_float_start, // 25rn	pev_impacttime,//0.0rn	pev_starttime,//0.0rn	pev_idealpitch,//0.0rn	pev_ideal_yaw,//0.0rn	pev_pitch_speed,//0.0rn	pev_yaw_speed,//0.0rn	pev_ltime,//0.0rn	pev_nextthink,//0.0rn	pev_gravity,//1.0rn	pev_friction,//1.0rn	pev_frame,//113.109275rn	pev_animtime,//310.068023rn	pev_framerate,//1.0rn	pev_scale,//0.0rn	pev_renderamt,//0.0rn	pev_health,// 100.0     #41rn	pev_frags,//0.0rn	pev_takedamage,//2.0rn	pev_max_health,//100.0rn	pev_teleport_time,//0.0rn	pev_armortype,//0.0rn	pev_armorvalue,//0.0rn	pev_dmg_take,//0.0rn	pev_dmg_save,//0.0rn	pev_dmg,//2.0rn	pev_dmgtime,//0.0rn	pev_speed,//0.0rn	pev_air_finished,//461.853454rn	pev_pain_finished,//0.0rn	pev_radsuit_finished,//0.0rn	pev_maxspeed,//600.0      #56rn	pev_fov,//0.0rn	pev_flFallVelocity,//0.0rn	pev_fuser1,//0.0rn	pev_fuser2,//0.0rn	pev_fuser3,//0.0rn	pev_fuser4,//100.0   (interesting)rn	pev_float_end,rn	pev_int_start, // #64rn	pev_fixangle,//0rn	pev_modelindex,//264.0rn	pev_viewmodel,//1280544474 aka 55458664.0rn	pev_weaponmodel,//1280544466 aka 55458632.0 (while holding garand)rn	pev_movetype,//3.0rn	pev_solid,//3.0rn	pev_skin,//0rn	pev_body,//12.0 (rifleman) 1161.0 (mg gunner)rn	pev_effects,//0rn	pev_light_level,//81.0rn	pev_sequence,//152.0rn	pev_gaitsequence,//1.0 (standing) 14.0 (crouching)rn	pev_rendermode,//0.0            #77rn	pev_renderfx,//0.0rn	pev_weapons,//8234.0 (rifleman) 8202.0 (dropped rifle)rn	pev_deadflag,//0.0 (alive) 1.0 (dead) 2.0 (respawning)rn	pev_button,//0.0 (none) 32.0 (holding use)rn	pev_impulse,//0.0rn	pev_spawnflags,//0.0rn	pev_flags,//520.0 (standing/running) 8.0 (jumping) 16904.0 (crouching/proning)rn	pev_colormap,//1.0rn	pev_team,//1.0 (allies) 2.0 (axis) 3.0 (spec)rn	pev_waterlevel,//0.0 (dry) 1.0 (in water)rn	pev_watertype,//-1.0 (dry) -3.0 (in water)rn	pev_playerclass,//1.0 (rifleman) 3.0 (tommy)rn	pev_weaponanim,//0.0 (idle) 5.0 (reload) 6.0 (draw) --all garandrn	pev_pushmsec,//0.0rn	pev_bInDuck,//0.0rn	pev_flTimeStepSound,//0.0 (idle) 170.0 (running) 989.0 (walk) 290.0 (sprint)rn	pev_flSwimTime,//0.0rn	pev_flDuckTime,//0.0 (idle) 800-900 when in the process of crouching - returns to 0.0 when fully crouchedrn	pev_iStepLeft,//0.0 (idle) 1.0 (moving left)rn	pev_gamestate,//0.0rn	pev_oldbuttons,//0.0rn	pev_groupinfo,//0.0rn	pev_iuser1,//0.0rn	pev_iuser2,//0.0rn	pev_iuser3,//0.0rn	pev_iuser4,//0.0rn	pev_int_end,rn	pev_byte_start, // #105 (skipped bytes)rn	pev_controller_0,rn	pev_controller_1,rn	pev_controller_2,rn	pev_controller_3,rn	pev_blending_0,rn	pev_blending_1,rn	pev_byte_end,rn	pev_bytearray_start, // #113 (skipped byte arrays)rn	pev_controller,rn	pev_blending,rn	pev_bytearray_end,rn	pev_vecarray_start, // #117rn	pev_origin,//standard origin vector..nothing specialrn	pev_oldorigin,//0.0 0.0 0.0rn	pev_velocity,//standard velocity nothing specialrn	pev_basevelocity,//0.0 0.0 0.0rn	pev_clbasevelocity,//0.0 0.0 0.0rn	pev_movedir,//0.0 0.0 0.0rn	pev_angles,//standard angles nothing specialrn	pev_avelocity,//0.0 0.0 0.0rn	pev_v_angle,//vertical angle of where you are lookingrn	pev_endpos,//0.0 0.0 0.0rn	pev_startpos,//0.0 0.0 0.0rn	pev_absmin,//standard absminrn	pev_absmax,//standard absminrn	pev_mins,//-16.0 -16.0 -36.0 (z is 18.0 when crouching)rn	pev_maxs,//16.0 16.0 36.0rn	pev_size,//32.0 32.0 72.0 (z is 36.0 when crouching)rn	pev_rendercolor,//0.0 0.0 0.0rn	pev_view_ofs,//0.0 0.0 22.0 (fun one..can make adjust your vertical view)rn	pev_vuser1,//0.0 0.0 0.0rn	pev_vuser2,//0.0 0.0 0.0rn	pev_vuser3,//0.0 0.0 0.0rn	pev_vuser4,//0.0 0.0 0.0rn	pev_punchangle,//0.0 0.0 0.0 (this one's fun to screw with)rn	pev_vecarray_end,rn	pev_string2_begin,	/* anything after here are string corrections */ // #142rn	pev_weaponmodel2,//models/p_garand.mdlrn	pev_viewmodel2,//models/v_garand.mdlrn	pev_string2_end,rn	pev_edict2_start,	/* edict corrections */rn	pev_pContainingEntity,rn	pev_absolute_end
rnrnrnFor the pluginrnrn
/////////////////////////////////////rn// USAGErn// Get the PEV number from fakemeta_const.incrn// Each pev_name has a number that goes with it.rn// Use the top one as a reference - it's value is 0rn// and they go up from there.rn//////////////////////////////////////rn// RETREIVING DATArnrn// (All types)rn// pevtest PEVNUMrn// Replacing PEVNUM and providing no argsrn// Will return current value for specified PEVrn//////////////////////////////////rn// SETTING DATArnrn// For integersrn// pevtest PEVNUM 1rn// Will set PEVNUM to 1rnrn// For floatsrn// pevtest PEVNUM 1.0rn// Will set PEVNUM to 1.0rnrn// For Stringsrn// pevtest PEVNUM stringherern// Will set PEVNUM to stringherernrn// For Vectorsrn// pevtest PEVNUM 1.0 1.0 1.0rn// Will set PEVNUM to 1.0, 1.0, 1.0rn/////////////////////////////////////////////
Zor
posted here
Posts: 688
Threads: 75
Joined: Jun 2006
01-03-2007, 11:23 PM #2

The pev_fuser4 is Always 100, pev_viewmodel and the pev_weaponmodel need to be converted into strings, in the C++ code you use the STRING() function. The pev_weapons is a bit field of all your weapons (1<<0-33), the pev_button is also a bit field of the keys you are holding, still haven't figured out what it is for the prone...pev_flags another bit field...

Wilson [29th ID]
started this thread
Posts: 623
Threads: 57
Joined: Oct 2005
01-04-2007, 02:59 AM #3

Oh by the way, the reason you can't hook the prone with buttons is because it's not a + bind. All the other ones are +forward, +left, +use, +duck, +jump, etc. And you need to know when the user is +'ing. Prone is just "prone"rnNo can do, guarantee yah :-P

Zor
posted here
Posts: 688
Threads: 75
Joined: Jun 2006
01-04-2007, 04:23 PM #4

There has to be some way the server is updated so that all the clients are notified...unless it is through the iuser3, I dont know...gotta be some kinda message there...not that I have noticed...its the same with the mg. Cant find the message there at all.nnWell will keep searching!nnCheers!

Wilson [29th ID]
started this thread
Posts: 623
Threads: 57
Joined: Oct 2005
01-05-2007, 01:44 AM #5

Hook FM_SetSizernI bet you the size is different when you are proned. Can actually use the plugin in this thread to test that. Probably goes from 16 16 36 to 36 16 16

Zor
posted here
Posts: 688
Threads: 75
Joined: Jun 2006
01-05-2007, 02:34 AM #6

Will have to look at that one....thx!

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