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_globalname | String |
This is the name of the global variable (set by an |
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 ( |
pev_weaponmodel2 | String |
The weapon model other players see as the weapon being carried by the player ( |
pev_viewmodel | *String (AllocString) |
Caution Use pev_viewmodel2. |
pev_weaponmodel | *String (AllocString) |
Caution Use pev_weaponmodel2. |
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 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 |
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
|
pev_friction | Float |
0.0 = No Friction (0 Acceleration)
|
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:
|
pev_max_health | Float |
Monsters: Counts the blood decals the corpse can create upon death.
|
pev_teleport_time | Float |
Backup of |
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.
|
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.
|
pev_pain_finished | Float |
The interval for inflicting the next tick of damage. For damages such as poisoning, drowning, radiation, HurtTouch, etc (like |
pev_radsuit_finished | Float |
Duration of the oxygen in the radiation suit (prevent damage from radiation, drowning and toxic air).
|
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
|
pev_flFallVelocity | Float |
Opposite of Z velocity (Falling Speed)
GameDll uses |
pev_fuser1 | Float |
Reserved for game mod. |
pev_fuser2 | Float |
Reserved for game mod.
|
pev_fuser3 | Float |
Reserved for game mod.
|
pev_fuser4 | Float |
Reserved for game mod. |
pev_fixangle | Number |
0: Nothing.
|
pev_modelindex | Number |
Model index returned by |
pev_movetype | Number |
Move type. See |
pev_solid | Number |
Solid type. See |
pev_skin | Number |
MODEL: |
pev_body | Number |
MODEL: |
pev_effects | Number |
Bitsum of preset draw effects for an entity ( |
pev_light_level | Number |
Amount of light shining on the entity. (0=No light, 180=Fully Lit) Note Only Players. |
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:
|
pev_button | Number |
Bit flag for what buttons are currently being held by the player ( |
pev_impulse | Number |
When set it activates impulse commands during think (Resets to 0.0 after impulse occurs)
|
pev_spawnflags | Number |
Bit flag of entity's spawn flags ( |
pev_flags | Number |
Bit flag of entity flags ( |
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.
|
pev_playerclass | Number |
Class constant in other games (IE: |
pev_weaponanim | Number |
Sequence of the |
pev_pushmsec | Number |
Used to prevent an ugly "un-duck" effect when the level changes (smoothing). Set client-side Default: 0 |
pev_bInDuck | Number |
0 - Not in the process of ducking.
|
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). |
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]:
|
pev_oldbuttons | Number |
Bit flag of the buttons that the player was pressing during the last think ( |
pev_groupinfo | Number |
Determines visibility and collision between entities. See EngFunc_SetGroupMask. |
pev_iuser1 | Number |
Reserved for game mod.
|
pev_iuser2 | Number |
Reserved for game mod.
|
pev_iuser3 | Number |
Reserved for game mod.
|
pev_iuser4 | Number |
Reserved for game mod.
|
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. |
pev_avelocity | Float:[3] |
Rotating Velocity (angular velocity).
|
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_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 See Render Mode. |
pev_punchangle | Float:[3] |
[2] Offset of |
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. |