Pev Research

# Variable S F I Tested Value Description
# Variable S F I Tested Value Description
 pev_string_start    Placeholder. Start of string variables.
1pev_classname   playerType of entity (Value of this controls what code handles the entity's think at pev_nextthink)
2pev_globalname    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.
3pev_model   models/player/terror/terror.mdlThe model of the entity
4pev_target    Entity that this entity is handling
5pev_targetname    The name given to this entity that another entity searches for to handle it
6pev_netname   GHW_ChronicPlayer or NPC name
7pev_message    
8pev_noise    Noise variables do different things for different ents.
9pev_noise1    This is the move sound for doors.
10pev_noise2    This is the stop sound for doors.
11pev_noise3    This is for blocking game_player_equip and player_weaponstrip
 pev_string_end    Placeholder.
 pev_edict_start    Placeholder. Start of edict variables.
14pev_chain   0  
15pev_dmg_inflictor   0The 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).
16pev_enemy   0  
17pev_aiment   0Contains 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);
18pev_owner   0Parent of this entity. For weapons this entity is the player.
19pev_groundentity   0The index of the entity we're standing on.
20pev_euser1   0  
21pev_euser2   0  
22pev_euser3   0  
23pev_euser4   0  
 pev_edict_end    Placeholder.
 pev_float_start    Placeholder. Start of float variables.
26pev_impacttime   0.000000  
27pev_starttime   0.000000  
28pev_idealpitch   0.000000  
29pev_ideal_yaw   0.000000  
30pev_pitch_speed   0.000000  
31pev_yaw_speed   0.000000  
32pev_ltime   0.000000  
33pev_nextthink   0.000000The time (in relevance to get_gametime()) of the next time this entity's think will be called.
34pev_gravity   1.0000000.0 = No gravity
1.0 = Normal Gravity
Values are not limited to 0.0 through 1.0
35pev_friction   1.0000000.0 = No Friction (0 Acceleration)
1.0 = Normal Friction
>1.0 = Faster Acceleration + Faster Halt
negative value = Constant Acceleration in backwards direction
36pev_frame   158.772949The frame of the current sequence of the current model (Starts at frame 0.0)
37pev_animtime   7.223107The time to start the animation of the sequence (if sequence is running this is set to get_gametime())
38pev_framerate   1.000000The frames per second (FPS) the current sequence is playing at
39pev_scale   0.000000Doesn't affect models. Used for such things as env_sprites (stores sprite scale) or env_shooter (stores gib size)
40pev_renderamt   0.000000The 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)
41pev_health   100.000000Health of the entity. When it reaches 0 it is destroyed.
42pev_frags   0.000000# of frags
Scoreboard changes when the ScoreInfo message is called.
43pev_takedamage   2.000000Damage multiplyer
0.0 = Invincible
2.0 = Normal Damage
44pev_max_health   100.000000Always 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.
45pev_teleport_time   0.000000? - Counts back from 2000.0 whenever I get out of the water (when the game moves your player upwards to represent climbing out).
46pev_armortype   0.000000Type of armor the entity has (In CS this is the CsArmorType constants).
47pev_armorvalue   0.000000Amount of armor the entity has.
48pev_dmg_take   0.000000Amount of damage entity was hit for.
49pev_dmg_save   0.000000  
50pev_dmg   2.000000Damage type that this entity got hit by (DMG_ constants).
51pev_dmgtime   0.000000On grenades, the time (in relevance to get_gametime()) at which the explosion should take place.
52pev_speed   0.000000Not for players. Effects change from entity to entity (IE: used for door swing speed)
53pev_air_finished   19.223108Default: 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.
54pev_pain_finished   0.000000? - Guess would be that this is set to a gametime when you are set on fire or something of the sort.
55pev_radsuit_finished   0.000000? - Guess would be that this is set to a gametime for how long the radiation suit lasts for maps like rock in TFC.
56pev_maxspeed   250.000000Think uses this to determine the max speed a player or monster can move at when fully accelerated.
57pev_fov   90.000000Field of View
Determines how many degrees of view fit on the screen.
Default for players: 90.0
Smaller numbers are used for scoping.
58pev_flFallVelocity   0.000000velocity[2] *= -1.0
Opposite of Z velocity (Falling Speed)
59pev_fuser1   0.000000  
60pev_fuser2   0.000000[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.
61pev_fuser3   0.000000  
62pev_fuser4   0.000000  
 pev_float_end    Placeholder.
 pev_int_start    Placeholder. Start of integer variables.
65pev_fixangle   0.000000When set to 1 it forces the client to update its angles to the ones set in pev_viewangles during the next player think
66pev_modelindex   156.000000Model index returned by precache_model.
67pev_viewmodel   187258336.000000Use pev_viewmodel2
68pev_weaponmodel   187258352.000000Use pev_weaponmodel2
69pev_movetype   3.000000Movement Type Constant. Further detail later
70pev_solid   3.000000Solid 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
71pev_skin   0.000000Selects the skin the model displays. Most models only have 1 skin (skin 0).
72pev_body   1.000000Part of a model.
pev_body = 1 shows backpack in CS
73pev_effects   0.000000Bitsum of preset draw effects for an entity (EF_ constants in hlsdk_const.inc)
74pev_light_level   51.000000Amount of light shining on the entity (Used for model rendering) (0=No light 180=Fully Lit).
75pev_sequence   19.000000Primary sequence the entity runs
If player or monster this is the sequence of the lower body parts (IE: run / sequence 4 in CS)
76pev_gaitsequence   1.000000Secondary sequence for monsters and players that shows upper body animation (IE: ref_aim_mp5 / sequence 36 in CS)
77pev_rendermode   0.000000The type of rendering for the model / how the model is rendered.
78pev_renderfx   0.000000The effects added to the model rendering.
79pev_weapons   -1610481664.000000Bitsum of all currently carried weapons for a player.
80pev_deadflag   0.000000Flags 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 - ?
81pev_button   0.000000Bit flag for what buttons are currently being held by the player
IN_ constants
82pev_impulse   0.000000When 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
83pev_spawnflags   0.000000Bit flag of entity's spawn flags (SF_ constants (hlsdk_const.inc)).
84pev_flags   520.000000bit flag of entity flags (FL_ constants)
85pev_colormap   1.000000  
86pev_team   0.000000Team 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.
87pev_waterlevel   0.0000000 - Not in water
1 - Waiding
2 - Mostly submerged
3 - Completely submerged
88pev_watertype   -1.000000-1 - No water
-3 - Water
-4 - Slim
-5 - Lava
89pev_playerclass   0.000000Not used in CS.
Class constant in other games (IE: DODC_GARAND / TFC_PC_SCOUT)
90pev_weaponanim   1.000000Sequence of the v_ model.
91pev_pushmsec   0.000000  
92pev_bInDuck   0.0000000 - Not in the process of ducking
1 - In the process of ducking
Note: if fully crouched this returns 0
93pev_flTimeStepSound   260.000000? - Starts at 400.0 and decreases to 0.0 then resets to 400.0 and repeats constantly.
94pev_flSwimTime   0.000000?
95pev_flDuckTime   0.000000When 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.
96pev_iStepLeft   0.000000Seems to control which footstep sound is played. Toggles between 1.0 and 0.0 every time a footstep sound occurs for the player.
97pev_gamestate   1.000000Don't know exactly what this does but in CS:
1.0 = No Shield
0.0 = Shield
98pev_oldbuttons   0.000000Bit flag of the buttons that the player was pressing during the last think
IN_ constants
99pev_groupinfo   0.000000?
100pev_iuser1   0.000000  
101pev_iuser2   0.000000  
102pev_iuser3   0.000000  
103pev_iuser4   0.000000  
 pev_int_end    Placeholder.
 pev_byte_start    Placeholder. Start of byte variables.
106pev_controller_0   38081536.000000  
107pev_controller_1   38081536.000000  
108pev_controller_2   38081536.000000  
109pev_controller_3   38081536.000000  
110pev_blending_0   38081704.000000  
111pev_blending_1   38081664.000000  
 pev_byte_end    Placeholder.
 pev_bytearray_start    Placeholder. Start of byte array variables.
114pev_controller   0.000000  
115pev_blending   0.000000  
 pev_bytearray_end    Placeholder.
 pev_vecarray_start    Placeholder. Start of vector(Float:[3]) array variables.
118pev_origin   -832.000000[3] Location of the entity in the map
119pev_oldorigin   0.000000[3] Doesn't seem to be used anymore
120pev_velocity   0.000000[3] Vector speed of entity
121pev_basevelocity   0.000000[3] Velocity of the conveyor we are standing.
122pev_clbasevelocity   0.000000[3]  
123pev_movedir   0.000000[3] For waterjumping, a forced forward velocity so we can fly over lip of ledge.
124pev_angles   0.000000[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)
125pev_avelocity   0.000000[3] Rotating Velocity (More Research Coming)
126pev_v_angle   0.000000[3] Angles for player view rendering. Same numbers as angles.
127pev_endpos   0.000000[3]  
128pev_startpos   0.000000[3]  
129pev_absmin   -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
130pev_absmax   -815.000000[3] pev_origin[i] + pev_maxs[i] + 1
131pev_mins   -16.000000[3] Negative distance away from the origin on each axis the entity is touchable / clippable
132pev_maxs   16.000000[3] Positive distance away from the origin on each axis the entity is touchable / clippable
133pev_size   32.000000[3] pev_size[i] = abs(pev_mins[i] - pev_maxs[i])
134pev_rendercolor   0.000000[3] = {R, G, B}
Color to use with pev_rendermode
135pev_view_ofs   0.000000[3] Permanent version of pev_punchangle
136pev_vuser1   0.000000  
137pev_vuser2   0.000000  
138pev_vuser3   0.000000  
139pev_vuser4   0.000000  
140pev_punchangle   0.000000[2] Offset of v_angles usually due to recoil or being shot. pev_punchangles decreases to 0.0 gradually/automatically
 pev_vecarray_end    Placeholder.
 pev_string2_begin    Placeholder. Start of string correction variables.
143pev_weaponmodel2   models/p_glock18.mdlThe weapon model other players see as the weapon being carried by the player (p_ models)
144pev_viewmodel2   models/v_glock18.mdlThe weapon model displayed to the character in first person (v_ models)
 pev_string2_end    Placeholder.
 pev_edict2_start    Placeholder. Start of edict correction variables.
147pev_pContainingEntity      
 pev_absolute_end    Placeholder.


If you want to add or correct something, please contact me.
Or you can post in this thread at AlliedMods.