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.
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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.
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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
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rnFor the plugin
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/////////////////////////////////////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/////////////////////////////////////////////

