Pev Research

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Variable Type Tested Value Description
pev_string_startPlaceholderPlaceholder. Start of string variables.
pev_classnameStringplayerType of entity (Value of this controls what code handles the entity's think at pev_nextthink)
pev_globalnameStringThis is the name of the global variable (set by an env_global entity) that can be used to control the state of the entity.
pev_modelStringmodels/player/terror/terror.mdlThe model of the entity
pev_targetStringEntity that this entity is handling
pev_targetnameStringThe name given to this entity that another entity searches for to handle it
pev_netnameStringGHW_ChronicPlayer or NPC name
pev_messageString
pev_noiseStringNoise variables do different things for different ents.
pev_noise1StringThis is the move sound for doors.
pev_noise2StringThis is the stop sound for doors.
pev_noise3StringThis is for blocking game_player_equip and player_weaponstrip
pev_string_endPlaceholderPlaceholder.
pev_edict_startPlaceholderPlaceholder. Start of edict variables.
pev_chainInteger0
pev_dmg_inflictorInteger0The 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_enemyInteger0
pev_aimentInteger0Contains the entity's index that this entity is following. This is only in effect if this ent's movetype is MOVETYPE_FOLLOW.
Example:
set_pev(ent,pev_movetype,MOVETYPE_FOLLOW);
set_pev(ent,pev_aiment,index);
pev_ownerInteger0Parent of this entity. For weapons this entity is the player.
pev_groundentityInteger0The index of the entity we're standing on.
pev_euser1Integer0
pev_euser2Integer0
pev_euser3Integer0
pev_euser4Integer0
pev_edict_endPlaceholderPlaceholder.
pev_float_startPlaceholderPlaceholder. Start of float variables.
pev_impacttimeFloat0.000000
pev_starttimeFloat0.000000
pev_idealpitchFloat0.000000
pev_ideal_yawFloat0.000000
pev_pitch_speedFloat0.000000
pev_yaw_speedFloat0.000000
pev_ltimeFloat0.000000
pev_nextthinkFloat0.000000The time (in relevance to get_gametime()) of the next time this entity's think will be called.
pev_gravityFloat1.0000000.0 = No gravity
1.0 = Normal Gravity
Values are not limited to 0.0 through 1.0
pev_frictionFloat1.0000000.0 = No Friction (0 Acceleration)
1.0 = Normal Friction
>1.0 = Faster Acceleration + Faster Halt
negative value = Constant Acceleration in backwards direction
pev_frameFloat158.772949The frame of the current sequence of the current model (Starts at frame 0.0)
pev_animtimeFloat7.223107The time to start the animation of the sequence (if sequence is running this is set to get_gametime())
pev_framerateFloat1.000000The frames per second (FPS) the current sequence is playing at
pev_scaleFloat0.000000Doesn't affect models. Used for such things as env_sprites (stores sprite scale) or env_shooter (stores gib size)
pev_renderamtFloat0.000000The intensity of the render effects (0 = no effect 255 = full effect).
Don't think the value of this matters when the render mode is kRenderNormal (0)
pev_healthFloat100.000000Health of the entity. When it reaches 0 it is destroyed.
pev_fragsFloat0.000000# of frags
Scoreboard changes when the ScoreInfo message is called.
pev_takedamageFloat2.000000Damage multiplyer
0.0 = Invincible
2.0 = Normal Damage
pev_max_healthFloat100.000000Always set to 100 but doesn't effect entities. I think it is just for reference. Players always respawn at 100.0 but I don't know if non-player entities spawn with this much HP when DLL_Func_Spawn is called. will have to test.
pev_teleport_timeFloat0.000000? - Counts back from 2000.0 whenever I get out of the water (when the game moves your player upwards to represent climbing out).
pev_armortypeFloat0.000000Type of armor the entity has (In CS this is the CsArmorType constants).
pev_armorvalueFloat0.000000Amount of armor the entity has.
pev_dmg_takeFloat0.000000Amount of damage entity was hit for.
pev_dmg_saveFloat0.000000
pev_dmgFloat2.000000Damage type that this entity got hit by (DMG_ constants).
pev_dmgtimeFloat0.000000On grenades, the time (in relevance to get_gametime()) at which the explosion should take place.
pev_speedFloat0.000000Not for players. Effects change from entity to entity (IE: used for door swing speed)
pev_air_finishedFloat19.223108Default: get_gametime() + 12.0
Number is set according to the previous equation every think unless a player is submerged under water.
if(get_gametime()==pev_air_finished + x)
{Deal Damage}
where x is any positive integer including 0.
pev_pain_finishedFloat0.000000? - Guess would be that this is set to a gametime when you are set on fire or something of the sort.
pev_radsuit_finishedFloat0.000000? - Guess would be that this is set to a gametime for how long the radiation suit lasts for maps like rock in TFC.
pev_maxspeedFloat250.000000Think uses this to determine the max speed a player or monster can move at when fully accelerated.
pev_fovFloat90.000000Field of View
Determines how many degrees of view fit on the screen.
Default for players: 90.0
Smaller numbers are used for scoping.
pev_flFallVelocityFloat0.000000velocity[2] *= -1.0
Opposite of Z velocity (Falling Speed)
pev_fuser1Float0.000000
pev_fuser2Float0.000000[In CS]: When jump button is pressed this variable is set to 1320.0 and decreaments to 0.0. With default friction when this variable reads 0.0 the player should have the ability to accelerate like normal after landing from a jump. This variable does not affect this occurrence but monitors it.
pev_fuser3Float0.000000
pev_fuser4Float0.000000
pev_float_endPlaceholderPlaceholder.
pev_int_startPlaceholderPlaceholder. Start of integer variables.
pev_fixangleInteger0.000000When set to 1 it forces the client to update its angles to the ones set in pev_viewangles during the next player think
pev_modelindexInteger156.000000Model index returned by precache_model.
pev_viewmodelInteger187258336.000000Use pev_viewmodel2
pev_weaponmodelInteger187258352.000000Use pev_weaponmodel2
pev_movetypeInteger3.000000Movement Type Constant. Further detail later
pev_solidInteger3.000000Solid Type Constant.
SOLID_NOT = No clipping, No touching, No hitboxes
SOLID_TRIGGER = No clipping, Touching, No hitboxes
SOLID_BBOX = Clipping, Touching, Hitboxes
SOLID_SLIDEBOX = Clipping, Touching, Hitboxes, Friction when moving, Players and monsters use this
SOLID_BSP = No Clipping, Touching, Hitboxes
pev_skinInteger0.000000Selects the skin the model displays. Most models only have 1 skin (skin 0).
pev_bodyInteger1.000000Part of a model.
pev_body = 1 shows backpack in CS
pev_effectsInteger0.000000Bitsum of preset draw effects for an entity (EF_ constants in hlsdk_const.inc)
pev_light_levelInteger51.000000Amount of light shining on the entity (Used for model rendering) (0=No light 180=Fully Lit).
pev_sequenceInteger19.000000Primary sequence the entity runs
If player or monster this is the sequence of the lower body parts (IE: run / sequence 4 in CS)
pev_gaitsequenceInteger1.000000Secondary sequence for monsters and players that shows upper body animation (IE: ref_aim_mp5 / sequence 36 in CS)
pev_rendermodeInteger0.000000The type of rendering for the model / how the model is rendered.
pev_renderfxInteger0.000000The effects added to the model rendering.
pev_weaponsInteger-1610481664.000000Bitsum of all currently carried weapons for a player.
pev_deadflagInteger0.000000Flags dealing with player's death status
0 - alive
1 - playing death animation or still falling off of a ledge waiting to hit ground
2 - dead, lying still.
3 - ?
4 - ?
pev_buttonInteger0.000000Bit flag for what buttons are currently being held by the player
IN_ constants
pev_impulseInteger0.000000When 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_spawnflagsInteger0.000000Bit flag of entity's spawn flags (SF_ constants (hlsdk_const.inc)).
pev_flagsInteger520.000000bit flag of entity flags (FL_ constants)
pev_colormapInteger1.000000
pev_teamInteger0.000000Team of the entity (Use mod specific team constants). I think it can only be extracted as an int which may be why it is displaying 0.0 on my reading even though I was on the T team.
pev_waterlevelInteger0.0000000 - Not in water
1 - Waiding
2 - Mostly submerged
3 - Completely submerged
pev_watertypeInteger-1.000000-1 - No water
-3 - Water
-4 - Slim
-5 - Lava
pev_playerclassInteger0.000000Not used in CS.
Class constant in other games (IE: DODC_GARAND / TFC_PC_SCOUT)
pev_weaponanimInteger1.000000Sequence of the v_ model.
pev_pushmsecInteger0.000000
pev_bInDuckInteger0.0000000 - Not in the process of ducking
1 - In the process of ducking
Note: if fully crouched this returns 0
pev_flTimeStepSoundInteger260.000000? - Starts at 400.0 and decreases to 0.0 then resets to 400.0 and repeats constantly.
pev_flSwimTimeInteger0.000000?
pev_flDuckTimeInteger0.000000When 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_iStepLeftInteger0.000000Seems to control which footstep sound is played. Toggles between 1.0 and 0.0 every time a footstep sound occurs for the player.
pev_gamestateInteger1.000000Don't know exactly what this does but in CS:
1.0 = No Shield
0.0 = Shield
pev_oldbuttonsInteger0.000000Bit flag of the buttons that the player was pressing during the last think
IN_ constants
pev_groupinfoInteger0.000000?
pev_iuser1Integer0.000000
pev_iuser2Integer0.000000
pev_iuser3Integer0.000000
pev_iuser4Integer0.000000
pev_int_endPlaceholderPlaceholder.
pev_byte_startPlaceholderPlaceholder. Start of byte variables.
pev_controller_0Integer38081536.000000
pev_controller_1Integer38081536.000000
pev_controller_2Integer38081536.000000
pev_controller_3Integer38081536.000000
pev_blending_0Integer38081704.000000
pev_blending_1Integer38081664.000000
pev_byte_endPlaceholderPlaceholder.
pev_bytearray_startPlaceholderPlaceholder. Start of byte array variables.
pev_controllerInteger0.000000
pev_blendingInteger0.000000
pev_bytearray_endPlaceholderPlaceholder.
pev_vecarray_startPlaceholderPlaceholder. Start of vector(Float:[3]) array variables.
pev_originFloat-832.000000[3] Location of the entity in the map
pev_oldoriginFloat0.000000[3] Doesn't seem to be used anymore
pev_velocityFloat0.000000[3] Vector speed of entity
pev_basevelocityFloat0.000000[3] Velocity of the conveyor we are standing.
pev_clbasevelocityFloat0.000000[3]
pev_movedirFloat0.000000[3] For waterjumping, a forced forward velocity so we can fly over lip of ledge.
pev_anglesFloat0.000000[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_avelocityFloat0.000000[3] Rotating Velocity (More Research Coming)
pev_v_angleFloat0.000000[3] Angles for player view rendering. Same numbers as angles.
pev_endposFloat0.000000[3]
pev_startposFloat0.000000[3]
pev_absminFloat-849.000000[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_absmaxFloat-815.000000[3] pev_origin[i] + pev_maxs[i] + 1
pev_minsFloat-16.000000[3] Negative distance away from the origin on each axis the entity is touchable / clippable
pev_maxsFloat16.000000[3] Positive distance away from the origin on each axis the entity is touchable / clippable
pev_sizeFloat32.000000[3] pev_size[i] = abs(pev_mins[i] - pev_maxs[i])
pev_rendercolorFloat0.000000[3] = {R, G, B}
Color to use with pev_rendermode
pev_view_ofsFloat0.000000[3] Permanent version of pev_punchangle
pev_vuser1Float0.000000
pev_vuser2Float0.000000
pev_vuser3Float0.000000
pev_vuser4Float0.000000
pev_punchangleFloat0.000000[2] Offset of v_angles usually due to recoil or being shot. pev_punchangles decreases to 0.0 gradually/automatically
pev_vecarray_endPlaceholderPlaceholder.
pev_string2_beginPlaceholderPlaceholder. Start of string correction variables.
pev_weaponmodel2Stringmodels/p_glock18.mdlThe weapon model other players see as the weapon being carried by the player (p_ models)
pev_viewmodel2Stringmodels/v_glock18.mdlThe weapon model displayed to the character in first person (v_ models)
pev_string2_endPlaceholderPlaceholder.
pev_edict2_startPlaceholderPlaceholder. Start of edict correction variables.
pev_pContainingEntityString
pev_absolute_endPlaceholderPlaceholder.

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