FakeMeta PEV (Entity Vars) - Destro-/AMXXEditorV4 GitHub Wiki

Var Name Value Type Description
pev_classname String

Type of entity (Value of this controls what code handles the entity's think at pev_nextthink).

pev_globalname String

This is the name of the global variable (set by an env_global entity) that can be used to control the state of the entity.

See Tutorial: Globals

pev_model String

The model of the entity.

pev_target String

Entity that this entity is handling.

pev_targetname String

The name given to this entity that another entity searches for to handle it.

pev_netname String

Player or NPC name. (only read for players)

pev_message String

Text triggered by the entity.

pev_noise String

Noise variables do different things for different ents.

pev_noise1 String

Reserved for game mod. (This is the move sound for doors).

pev_noise2 String

Reserved for game mod. (This is the stop sound for doors).

pev_noise3 String

Reserved for game mod.

pev_viewmodel2 String

The weapon model displayed to the character in first person (v_ models).

pev_weaponmodel2 String

The weapon model other players see as the weapon being carried by the player (p_ models).

pev_viewmodel *String
(AllocString)

Caution

Use pev_viewmodel2.
The weapon model displayed to the character in first person (v_ models).

pev_weaponmodel *String
(AllocString)

Caution

Use pev_weaponmodel2.
The weapon model other players see as the weapon being carried by the player (p_ models).

pev_chain Entity

Chain searches for EngFunc_EntitiesInPVS.

pev_dmg_inflictor Entity

The entity that dealt damage to this entity. (If a gun deals the damage the gun's pev_owner is the entity who dealt the damage).

pev_enemy Entity

Enemy, used for NPCs.

pev_aiment Entity

Entity pointer when MOVETYPE_FOLLOW.

Example:

set_pev(ent,pev_movetype,MOVETYPE_FOLLOW);
set_pev(ent,pev_aiment,index);

pev_owner Entity

Parent of this entity. For weapons, this entity is the player (the entity state is not sent to the owner).

pev_groundentity Entity

The index of the entity we're standing on.

pev_euser1 Entity

Reserved for game mod.

pev_euser2 Entity

Reserved for game mod.

pev_euser3 Entity

Reserved for game mod.

pev_euser4 Entity

Reserved for game mod.

pev_impacttime Float

See Parametric Move

pev_starttime Float

See Parametric Move

pev_idealpitch Float

See EngFunc_ChangePitch.

pev_ideal_yaw Float

See EngFunc_ChangeYaw.

pev_pitch_speed Float

See EngFunc_ChangePitch.

pev_yaw_speed Float

See EngFunc_ChangeYaw.

pev_ltime Float

Internal use for MOVETYPE_PUSH physics (SV_Physics_Pusher() ReHLDS).

pev_nextthink Float

The time (in relevance to get_gametime()) of the next time this entity's think will be called.

pev_gravity Float

0.0 = No gravity
1.0 = Normal Gravity

Values are not limited to 0.0 through 1.0

pev_friction Float

  0.0 = No Friction (0 Acceleration)
  1.0 = Normal Friction
>1.0 = Faster Acceleration + Faster Halt
<0.0 = Constant Acceleration in backwards direction

pev_frame Float

The frame of the current sequence of the current model (0..255).

pev_animtime Float

The time to start the animation of the sequence (if sequence is running this is set to get_gametime()).

pev_framerate Float

The frames per second (FPS) the current sequence is playing at (-8.0x to 8.0x).

pev_scale Float

Scale sprite size (1.0 normal size).

pev_renderamt Float

The intensity of the render effects (0 = no effect, 255 = full effect).

See Render Mode.

pev_health Float

Health of the entity. When it reaches 0 it is destroyed.

pev_frags Float Score Frags (scoreInfo message is sender in next clientupdate).
pev_takedamage Float

Damage multiplier:
0.0 = Invincible
2.0 = Normal Damage

pev_max_health Float

Monsters: Counts the blood decals the corpse can create upon death.
Hostage: To calculate % of health.
Players: Ensuring healing does not exceed this value.

pev_teleport_time Float

Backup of pmove->waterjumptime

pev_armortype Float

Type of armor the entity has (In CS this is the CsArmorType constants).

pev_armorvalue Float

Amount of armor the entity has.

pev_dmg_take Float

Amount of damage entity was hit for.

pev_dmg_save Float

Stored damage value.

pev_dmg Float

Damage type that this entity got hit by (DMG constants)_.

pev_dmgtime Float

Player: Time until next tick of lava and toxic slime damage.
Grenades: Time until detonation.
Lasermine/Trigger Hurt: Time until the next damage tick is applied.

get_gametime() + next

pev_speed Float

Not for players. Effects change from entity to entity (IE: used for door swing speed)

pev_air_finished Float

Last time the player "breathed"; used to inflict drowning damage while swimming.

Default: get_gametime() + 12.0

pev_pain_finished Float

The interval for inflicting the next tick of damage. For damages such as poisoning, drowning, radiation, HurtTouch, etc (like pev_dmgtime).

get_gametime() + next

pev_radsuit_finished Float

Duration of the oxygen in the radiation suit (prevent damage from radiation, drowning and toxic air).

get_gametime() + duration

pev_maxspeed Float

Uses this to determine the max speed a player or monster can move at when fully accelerated.

pev_fov Float

Field of View
Determines how many degrees of view fit on the screen.

Default for players: 90.0 (smaller numbers are used for scoping)

pev_flFallVelocity Float

Opposite of Z velocity (Falling Speed)
velocity[2] *= -1.0

GameDll uses m_flFallVelocity.

pev_fuser1 Float

Reserved for game mod.

pev_fuser2 Float

Reserved for game mod.

[In CS] Jump penalty:
When the jump button is pressed, this variable is set to 1320.0 and decreases to 0.0 rapidly. If it has a positive value, it is used to decelerate the player while jumping.

pev_fuser3 Float

Reserved for game mod.

[In RegameDLL CS] Used for noclip with air acceleration.

pev_fuser4 Float

Reserved for game mod.

pev_fixangle Number

0: Nothing.
1: Force view angles.
2: Add avelocity.

pev_modelindex Number

Model index returned by precache_model() or EngFunc_ModelIndex.

pev_movetype Number

Move type. See MOVETYPE_ constants from hlsdk_const.inc

pev_solid Number

Solid type. See SOLID_ constants from hlsdk_const.inc

pev_skin Number

MODEL:
- Selects the skin the model displays. Most models only have 1 skin (skin 0).

SPRITE:
- pev_body: Attachment Index.
- pev_skin: Index of attachet entity.

pev_body Number

MODEL:
- Sub-model selection.
- [In CS] pev_body=1: Shows backpack.

SPRITE:
- pev_body: Attachment Index.
- pev_skin: Index of attachet entity.

pev_effects Number

Bitsum of preset draw effects for an entity (EF_ constants in hlsdk_const.inc).

pev_light_level Number

Amount of light shining on the entity. (0=No light, 180=Fully Lit)

Note

Only Players.
Read only, calculated on client-side and sent to server.

pev_sequence Number

Current animation sequence.

pev_gaitsequence Number

Movement animation sequence for player. (0 for none)

pev_rendermode Number

The mode of texture rendering.

See Render Mode.

pev_renderfx Number

The effects added to the entity rendering.

See Render Fx.

pev_weapons Number

Bitsum of all currently carried weapons for a player.

pev_deadflag Number

Flags dealing with player's death status:
0 - Alive
1 - Dead
2 - Respawning

pev_button Number

Bit flag for what buttons are currently being held by the player (IN_ constants in hlsdk_const.inc).

pev_impulse Number

When set it activates impulse commands during think (Resets to 0.0 after impulse occurs)
(Impulses can be found in player.cpp).

Non-Mod specific impulses:
99 - Valve/Sierra Logo
100 - Flashlight
201 - Logo Spray

pev_spawnflags Number

Bit flag of entity's spawn flags (SF_ constants in hlsdk_const.inc).

pev_flags Number

Bit flag of entity flags (FL_ constants in hlsdk_const.inc).

pev_colormap Number

Modifying model color (requires a compatible texture).

stock colormap(top, bottom)
    return (top & 0xFF) << 8 | (bottom & 0xFF);

pev_team Number

Not used in CS

pev_waterlevel Number 0 - Not in water.
1 - Waiding.
2 - Mostly submerged.
3 - Completely submerged.
pev_watertype Number

CONTENTS_EMPTY: (-1) No water.
CONTENTS_WATER: (-3) Water.
CONTENTS_SLIME: (-4) Slim.
CONTENTS_LAVA: (-5) Lava.

pev_playerclass Number

Class constant in other games (IE: DODC_GARAND / TFC_PC_SCOUT).

Note: Not used in CS.

pev_weaponanim Number

Sequence of the v_ model.

pev_pushmsec Number

Used to prevent an ugly "un-duck" effect when the level changes (smoothing).

Set client-side ref->smoothing.

Default: 0
(Any other value disables smoothing)

pev_bInDuck Number

0 - Not in the process of ducking.
1 - In the process of ducking.
Note: If fully crouched this returns 0.

pev_flTimeStepSound Number

Starts at 400.0 and decreases to 0.0 then resets to 400.0 and repeats constantly.

pev_flSwimTime Number

Time remaining until next sound when swimming (1000.0 = 1sec).
(Similar to pev_flTimeStepSound but when swimming).

pev_flDuckTime Number

When crouch button is pressed this variable is set to 1000.0 and decreaments to 0.0. If crouch button is released variable is instantly reset to 0.0.

pev_iStepLeft Number

Seems to control which footstep sound is played. Toggles between 1.0 and 0.0 every time a footstep sound occurs for the player.

pev_gamestate Number

[In CS]:
1 = No Shield.
0 = Shield (Bug NPC hitbox).

pev_oldbuttons Number

Bit flag of the buttons that the player was pressing during the last think (IN_ constants in hlsdk_const.inc).

pev_groupinfo Number

Determines visibility and collision between entities.

See EngFunc_SetGroupMask.

pev_iuser1 Number

Reserved for game mod.

[In CS] Spectator mode.

pev_iuser2 Number

Reserved for game mod.

[In CS] Index of the player being spectated.

pev_iuser3 Number

Reserved for game mod.

[In CS] Extra Player Flags

PLAYER_CAN_SHOOT (1<<0)
PLAYER_FREEZE_TIME_OVER (1<<1)
PLAYER_IN_BOMB_ZONE (1<<2)
PLAYER_HOLDING_SHIELD (1<<3)
PLAYER_PREVENT_DUCK (1<<4)
PLAYER_PREVENT_CLIMB (1<<5) (The player can't climb ladder)
PLAYER_PREVENT_JUMP (1<<6)

pev_iuser4 Number

Reserved for game mod.

[In CS] Determine if a player is on a train or not (0/1).

pev_controller_0 Byte (0-255)

Bone controller setting.

pev_controller_1 Byte (0-255)

Bone controller setting.

pev_controller_2 Byte (0-255)

Bone controller setting.

pev_controller_3 Byte (0-255)

Bone controller setting.

pev_blending_0 Byte (0-255)

Blending amount between sub-sequences.

pev_blending_1 Byte (0-255)

Blending amount between sub-sequences.

pev_controller Array[]

[4] Bone controller setting.

pev_blending Array[]

[2] Blending amount between sub-sequences.

pev_origin Float:[3]

Location of the entity in the map.

pev_oldorigin Float:[3]

Doesn't seem to be used anymore.

pev_velocity Float:[3]

Vector speed of entity.

pev_basevelocity Float:[3]

Velocity of the conveyor we are standing.

pev_clbasevelocity Float:[3]

Base velocity that was passed in to server physics so client can predict conveyors correctly. Server zeroes it, so we need to it store here, too.

pev_movedir Float:[3]

For waterjumping, a forced forward velocity so we can fly over lip of ledge.

pev_angles Float:[3]

Angles for model rendering.
[0] = Verticle (90=Looking down | -90=Looking up)
[1] = Horizontal (-180/180 = Looking backward | 90 = Looking Left | -90 = Looking Right | 0 = Looking Straight)

pev_avelocity Float:[3]

Rotating Velocity (angular velocity).

avelocity[0] = pitch;
avelocity[1] = yaw;
avelocity[2] = roll;

pev_v_angle Float:[3]

Viewing angle (player only).

pev_endpos Float:[3]

See Parametric Move

pev_startpos Float:[3]

See Parametric Move

pev_absmin Float:[3]

These 2 variables are used by the engine for calculations and are set automatically for all entities
pev_origin[i] + pev_mins[i] - 1

pev_absmax Float:[3]

pev_origin[i] + pev_maxs[i] + 1

pev_mins Float:[3]

Negative distance away from the origin on each axis the entity is touchable / clippable.

pev_maxs Float:[3]

Positive distance away from the origin on each axis the entity is touchable / clippable.

pev_size Float:[3]

pev_size[i] = abs(pev_mins[i] - pev_maxs[i])

pev_rendercolor Float:[3]

Color to use with pev_rendermode.
{R, G, B}

See Render Mode.

pev_punchangle Float:[3]

[2] Offset of v_angles usually due to recoil or being shot. pev_punchangles decreases to 0.0 gradually/automatically.

pev_view_ofs Float:[3]

Eye position.

pev_vuser1 Float:[3]

Reserved for game mod.

pev_vuser2 Float:[3]

Reserved for game mod.

pev_vuser3 Float:[3]

Reserved for game mod.

pev_vuser4 Float:[3]

Reserved for game mod.

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