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Pev Research


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klippy
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Old 05-01-2016 , 10:07   Re: Pev Research
Reply With Quote #31

Lovely, thanks!
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gabuch2
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Old 05-23-2016 , 12:41   Re: Pev Research
Reply With Quote #32

There are things that are undocumented and/or plain wrong!

For example: pev_enemy (I believe, I could be wrong!) is the current target of a NPC entity.

The user values are custom values for mods (according to HLSDK)

Quote:
Always 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.
max_health is exactly what says in the tin, how much health can the entity gain before stopping any healing action. (see health chargers in the HLSDK).

Players don't respawn with the maxhealth because 100 is hardcoded. (I BELIEVE it's listed in player.cpp but I can't remember)

Since there's no healing methods in CS, the guy who made the guide just shrugged it off.
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Last edited by gabuch2; 05-23-2016 at 12:41.
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klippy
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Old 05-23-2016 , 12:57   Re: Pev Research
Reply With Quote #33

It's actually not a guide but a research, just as the name suggest. They have been testing and trying to find out what each of those entity variables represents, and you are free to contribute to it. It will be easier to do so once this makes it into the documentation.
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KaLoIaN
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Old 06-13-2016 , 19:08   Re: Pev Research
Reply With Quote #34

404 at the both links...Please .....
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Arkshine
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Old 06-13-2016 , 19:33   Re: Pev Research
Reply With Quote #35

#30
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Solokiller
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Old 07-26-2016 , 07:03   Re: Pev Research
Reply With Quote #36

I can probably help you out with this research. I can peek into the engine and check every use of every variable, and i can check the uses in game code for them too. I was going to document them anyway for HLEnhanced.
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Solokiller
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Old 08-17-2016 , 10:16   Re: Pev Research
Reply With Quote #37

I've documented entvars_t, though i need to check them again to make sure i didn't miss anything: https://github.com/SamVanheer/HLEnha...progdefs.h#L58

I'm not sure if skin has any special behavior. There's code in the engine that does this:

Code:
if ( ent->v.flags & FL_NOTARGET && ent->v.waterlevel > 0 )
  {
    float v4 = SV_Submerged(ent) * (long double)ent->v.skin * host_frametime;
    float flGravity = 1.0;
    if ( ent->v.gravity != 0.0 )
      flGravity = ent->v.gravity;
    float waterLevel = ent->v.velocity[2] - flGravity * sv_gravity.value * host_frametime;
    ent->v.velocity[2] = waterLevel + host_frametime * ent->v.basevelocity[2];
    ent->v.basevelocity[2] = 0;
    SV_CheckVelocity(ent);
    ent->v.velocity[2] = v4 + ent->v.velocity[2];
  }
I don't know why it's checking FL_NOTARGET ( 128 ) here. This code was once the player physics code, but that was moved to the game so it only runs when an entity uses MOVETYPE_STEP or MOVETYPE_PUSHSTEP. I suppose this could be the bobbing-in-water behavior, but unless the disassembler is wrong it's using skin for this.

Last edited by Solokiller; 08-17-2016 at 10:17.
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Anggara_nothing
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Old 08-17-2016 , 21:18   Re: Pev Research
Reply With Quote #38

Quote:
Originally Posted by Solokiller View Post
I've documented entvars_t, though i need to check them again to make sure i didn't miss anything: https://github.com/SamVanheer/HLEnha...progdefs.h#L58

I'm not sure if skin has any special behavior. There's code in the engine that does this:

Code:
if ( ent->v.flags & FL_NOTARGET && ent->v.waterlevel > 0 )
  {
    float v4 = SV_Submerged(ent) * (long double)ent->v.skin * host_frametime;
    float flGravity = 1.0;
    if ( ent->v.gravity != 0.0 )
      flGravity = ent->v.gravity;
    float waterLevel = ent->v.velocity[2] - flGravity * sv_gravity.value * host_frametime;
    ent->v.velocity[2] = waterLevel + host_frametime * ent->v.basevelocity[2];
    ent->v.basevelocity[2] = 0;
    SV_CheckVelocity(ent);
    ent->v.velocity[2] = v4 + ent->v.velocity[2];
  }
I don't know why it's checking FL_NOTARGET ( 128 ) here. This code was once the player physics code, but that was moved to the game so it only runs when an entity uses MOVETYPE_STEP or MOVETYPE_PUSHSTEP. I suppose this could be the bobbing-in-water behavior, but unless the disassembler is wrong it's using skin for this.
For func_ladder, it's used for storing CONTENT enum (CONTeNT_LADDER, CONTENT_SOLID, etc)
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crashbandicoot
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Old 10-25-2016 , 12:27   Re: Pev Research
Reply With Quote #39

pev_float_start //I think They have same function By floatmax.Am I true ?
pev_float_end //I think They have same function By floatmax.Am I true ?

pev_int_start //it user for what?
pev_int_end //it user for what?

pev_edict_start //it user for what?
pev_edict_end //it user for what?

pev_byte_start //it user for what?
pev_byte_end //it user for what?

pev_bytearray_start //it user for what?
pev_bytearray_end //it user for what?

pev_string_start //it user for what?
pev_string_end //it user for what?

pev_absolute_start //it user for what?
pev_absolute_end //it user for what?

pev_startpos 0.000000 //it user for what?
pev_endpos 0.000000 //it user for what?

pev_string2_start //it user for what?
pev_string2_end //it user for what?

pev_vecarray_start //it user for what?
pev_vecarray_emd //it user for what?

pev_groupinfo 0.000000 //it user for what?
pev_controller 0.000000 //it user for what?
pev_dmg_save 0.000000 //it user for what?
pev_impacttime 0.000000 //it user for what?
pev_starttime 0.000000 //it user for what?
pev_ltime 0.000000 //it user for what?
pev_chain 0 //it user for what?
pev_message //it user for what?
pev_blending 0.000000 //it user for what?
pev_controller_0 38081536.000000 //it user for what?
pev_controller_1 38081536.000000 //it user for what?
pev_controller_2 38081536.000000 //it user for what?
pev_controller_3 38081536.000000 //it user for what?
pev_blending_0 38081704.000000 //it user for what?
pev_blending_1 38081664.000000 //it user for what?

pev_fuser1 //it user for what?
pev_fuser2 //it user for what?
pev_fuser3 //it user for what?
pev_fuser4 //it user for what?

pev_iuser1 //it user for what?
pev_iuser2 //it user for what?
pev_iuser3 //it user for what?
pev_iuser4 //it user for what?

pev_vuser1 //it user for what?
pev_vuser2 //it user for what?
pev_vuser3 //it user for what?
pev_vuser4 //it user for what?

pev_euser1 //it user for what?
pev_euser2 //it user for what?
pev_euser3 //it user for what?
pev_euser4 //it user for what?
who can answer to me ?

Last edited by crashbandicoot; 10-25-2016 at 12:29. Reason: First I wrote wrong because
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Old 10-25-2016 , 12:30   Re: Pev Research
Reply With Quote #40

Quote:
Originally Posted by Arkshine View Post
xPaw gave me this before deleting repo so it can be included in a future fakemeta documentation update:

PHP Code:
enum 
{
    
/**
     * Placeholder. Start of string variables.
     *
     * Type: placeholder
     */
    
pev_string_start,

    
/**
     * Type of entity (Value of this controls what code handles the entity's think at pev_nextthink)
     *
     * Type: string
     */
    
pev_classname,

    
/**
     * 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.
     *
     * Type: string
     */
    
pev_globalname,

    
/**
     * The model of the entity
     *
     * Type: string
     */
    
pev_model,

    
/**
     * Entity that this entity is handling
     *
     * Type: string
     */
    
pev_target,

    
/**
     * The name given to this entity that another entity searches for to handle it
     *
     * Type: string
     */
    
pev_targetname,

    
/**
     * Player or NPC name
     *
     * Type: string
     */
    
pev_netname,

    
/**
     * 
     *
     * Type: string
     */
    
pev_message,

    
/**
     * Noise variables do different things for different ents.
     *
     * Type: string
     */
    
pev_noise,

    
/**
     * This is the move sound for doors.
     *
     * Type: string
     */
    
pev_noise1,

    
/**
     * This is the stop sound for doors.
     *
     * Type: string
     */
    
pev_noise2,

    
/**
     * This is for blocking game_player_equip and player_weaponstrip
     *
     * Type: string
     */
    
pev_noise3,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_string_end,

    
/**
     * Placeholder. Start of edict variables.
     *
     * Type: placeholder
     */
    
pev_edict_start,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_chain,

    
/**
     * 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).
     *
     * Type: integer
     */
    
pev_dmg_inflictor,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_enemy,

    
/**
     * Contains 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);
     *
     * Type: integer
     */
    
pev_aiment,

    
/**
     * Parent of this entity. For weapons this entity is the player.
     *
     * Type: integer
     */
    
pev_owner,

    
/**
     * The index of the entity we're standing on.
     *
     * Type: integer
     */
    
pev_groundentity,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_euser1,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_euser2,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_euser3,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_euser4,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_edict_end,

    
/**
     * Placeholder. Start of float variables.
     *
     * Type: placeholder
     */
    
pev_float_start,

    
/**
     * 
     *
     * Type: float
     */
    
pev_impacttime,

    
/**
     * 
     *
     * Type: float
     */
    
pev_starttime,

    
/**
     * 
     *
     * Type: float
     */
    
pev_idealpitch,

    
/**
     * 
     *
     * Type: float
     */
    
pev_ideal_yaw,

    
/**
     * 
     *
     * Type: float
     */
    
pev_pitch_speed,

    
/**
     * 
     *
     * Type: float
     */
    
pev_yaw_speed,

    
/**
     * 
     *
     * Type: float
     */
    
pev_ltime,

    
/**
     * The time (in relevance to get_gametime()) of the next time this entity's think will be called.
     *
     * Type: float
     */
    
pev_nextthink,

    
/**
     * 0.0 = No gravity
     * 1.0 = Normal Gravity
     * Values are not limited to 0.0 through 1.0
     *
     * Type: float
     */
    
pev_gravity,

    
/**
     * 0.0 = No Friction (0 Acceleration)
     * 1.0 = Normal Friction
     * 1.0 = Faster Acceleration + Faster Halt
     * negative value = Constant Acceleration in backwards direction
     *
     * Type: float
     */
    
pev_friction,

    
/**
     * The frame of the current sequence of the current model (Starts at frame 0.0)
     *
     * Type: float
     */
    
pev_frame,

    
/**
     * The time to start the animation of the sequence (if sequence is running this is set to get_gametime())
     *
     * Type: float
     */
    
pev_animtime,

    
/**
     * The frames per second (FPS) the current sequence is playing at
     *
     * Type: float
     */
    
pev_framerate,

    
/**
     * Doesn't affect models. Used for such things as env_sprites (stores sprite scale) or env_shooter (stores gib size)
     *
     * Type: float
     */
    
pev_scale,

    
/**
     * The 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)
     *
     * Type: float
     */
    
pev_renderamt,

    
/**
     * Health of the entity. When it reaches 0 it is destroyed.
     *
     * Type: float
     */
    
pev_health,

    
/**
     * # of frags
     * Scoreboard changes when the ScoreInfo message is called.
     *
     * Type: float
     */
    
pev_frags,

    
/**
     * Damage multiplyer
     * 0.0 = Invincible
     * 2.0 = Normal Damage
     *
     * Type: float
     */
    
pev_takedamage,

    
/**
     * Always 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.
     *
     * Type: float
     */
    
pev_max_health,

    
/**
     * ? - Counts back from 2000.0 whenever I get out of the water (when the game moves your player upwards to represent climbing out).
     *
     * Type: float
     */
    
pev_teleport_time,

    
/**
     * Type of armor the entity has (In CS this is the CsArmorType constants).
     *
     * Type: float
     */
    
pev_armortype,

    
/**
     * Amount of armor the entity has.
     *
     * Type: float
     */
    
pev_armorvalue,

    
/**
     * Amount of damage entity was hit for.
     *
     * Type: float
     */
    
pev_dmg_take,

    
/**
     * 
     *
     * Type: float
     */
    
pev_dmg_save,

    
/**
     * Damage type that this entity got hit by (DMG_ constants).
     *
     * Type: float
     */
    
pev_dmg,

    
/**
     * On grenades, the time (in relevance to get_gametime()) at which the explosion should take place.
     *
     * Type: float
     */
    
pev_dmgtime,

    
/**
     * Not for players. Effects change from entity to entity (IE: used for door swing speed)
     *
     * Type: float
     */
    
pev_speed,

    
/**
     * Default: 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.
     *
     * Type: float
     */
    
pev_air_finished,

    
/**
     * ? - Guess would be that this is set to a gametime when you are set on fire or something of the sort.
     *
     * Type: float
     */
    
pev_pain_finished,

    
/**
     * ? - Guess would be that this is set to a gametime for how long the radiation suit lasts for maps like rock in TFC.
     *
     * Type: float
     */
    
pev_radsuit_finished,

    
/**
     * Think uses this to determine the max speed a player or monster can move at when fully accelerated.
     *
     * Type: float
     */
    
pev_maxspeed,

    
/**
     * Field of View
     * Determines how many degrees of view fit on the screen.
     * Default for players: 90.0
     * Smaller numbers are used for scoping.
     *
     * Type: float
     */
    
pev_fov,

    
/**
     * velocity[2] *= -1.0
     * Opposite of Z velocity (Falling Speed)
     *
     * Type: float
     */
    
pev_flFallVelocity,

    
/**
     * 
     *
     * Type: float
     */
    
pev_fuser1,

    
/**
     * [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.
     *
     * Type: float
     */
    
pev_fuser2,

    
/**
     * 
     *
     * Type: float
     */
    
pev_fuser3,

    
/**
     * 
     *
     * Type: float
     */
    
pev_fuser4,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_float_end,

    
/**
     * Placeholder. Start of integer variables.
     *
     * Type: placeholder
     */
    
pev_int_start,

    
/**
     * When set to 1 it forces the client to update its angles to the ones set in pev_viewangles during the next player think
     *
     * Type: integer
     */
    
pev_fixangle,

    
/**
     * Model index returned by precache_model.
     *
     * Type: integer
     */
    
pev_modelindex,

    
/**
     * Use pev_viewmodel2
     *
     * Type: integer
     */
    
pev_viewmodel,

    
/**
     * Use pev_weaponmodel2
     *
     * Type: integer
     */
    
pev_weaponmodel,

    
/**
     * Movement Type Constant. Further detail later
     *
     * Type: integer
     */
    
pev_movetype,

    
/**
     * Solid 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
     *
     * Type: integer
     */
    
pev_solid,

    
/**
     * Selects the skin the model displays. Most models only have 1 skin (skin 0).
     *
     * Type: integer
     */
    
pev_skin,

    
/**
     * Part of a model.
     * pev_body = 1 shows backpack in CS
     *
     * Type: integer
     */
    
pev_body,

    
/**
     * Bitsum of preset draw effects for an entity (EF_ constants in hlsdk_const.inc)
     *
     * Type: integer
     */
    
pev_effects,

    
/**
     * Amount of light shining on the entity (Used for model rendering) (0=No light 180=Fully Lit).
     *
     * Type: integer
     */
    
pev_light_level,

    
/**
     * Primary sequence the entity runs
     * If player or monster this is the sequence of the lower body parts (IE: run / sequence 4 in CS)
     *
     * Type: integer
     */
    
pev_sequence,

    
/**
     * Secondary sequence for monsters and players that shows upper body animation (IE: ref_aim_mp5 / sequence 36 in CS)
     *
     * Type: integer
     */
    
pev_gaitsequence,

    
/**
     * The type of rendering for the model / how the model is rendered.
     *
     * Type: integer
     */
    
pev_rendermode,

    
/**
     * The effects added to the model rendering.
     *
     * Type: integer
     */
    
pev_renderfx,

    
/**
     * Bitsum of all currently carried weapons for a player.
     *
     * Type: integer
     */
    
pev_weapons,

    
/**
     * Flags 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 - ?
     *
     * Type: integer
     */
    
pev_deadflag,

    
/**
     * Bit flag for what buttons are currently being held by the player
     * IN_ constants
     *
     * Type: integer
     */
    
pev_button,

    
/**
     * 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
     *
     * Type: integer
     */
    
pev_impulse,

    
/**
     * Bit flag of entity's spawn flags (SF_ constants (hlsdk_const.inc)).
     *
     * Type: integer
     */
    
pev_spawnflags,

    
/**
     * bit flag of entity flags (FL_ constants)
     *
     * Type: integer
     */
    
pev_flags,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_colormap,

    
/**
     * Team 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.
     *
     * Type: integer
     */
    
pev_team,

    
/**
     * 0 - Not in water
     * 1 - Waiding
     * 2 - Mostly submerged
     * 3 - Completely submerged
     *
     * Type: integer
     */
    
pev_waterlevel,

    
/**
     * -1 - No water
     * -3 - Water
     * -4 - Slim
     * -5 - Lava
     *
     * Type: integer
     */
    
pev_watertype,

    
/**
     * Not used in CS.
     * Class constant in other games (IE: DODC_GARAND / TFC_PC_SCOUT)
     *
     * Type: integer
     */
    
pev_playerclass,

    
/**
     * Sequence of the v_ model.
     *
     * Type: integer
     */
    
pev_weaponanim,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_pushmsec,

    
/**
     * 0 - Not in the process of ducking
     * 1 - In the process of ducking
     * Note: if fully crouched this returns 0
     *
     * Type: integer
     */
    
pev_bInDuck,

    
/**
     * ? - Starts at 400.0 and decreases to 0.0 then resets to 400.0 and repeats constantly.
     *
     * Type: integer
     */
    
pev_flTimeStepSound,

    
/**
     * ?
     *
     * Type: integer
     */
    
pev_flSwimTime,

    
/**
     * 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.
     *
     * Type: integer
     */
    
pev_flDuckTime,

    
/**
     * Seems to control which footstep sound is played. Toggles between 1.0 and 0.0 every time a footstep sound occurs for the player.
     *
     * Type: integer
     */
    
pev_iStepLeft,

    
/**
     * Don't know exactly what this does but in CS:
     * 1.0 = No Shield
     * 0.0 = Shield
     *
     * Type: integer
     */
    
pev_gamestate,

    
/**
     * Bit flag of the buttons that the player was pressing during the last think
     * IN_ constants
     *
     * Type: integer
     */
    
pev_oldbuttons,

    
/**
     * ?
     *
     * Type: integer
     */
    
pev_groupinfo,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_iuser1,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_iuser2,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_iuser3,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_iuser4,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_int_end,

    
/**
     * Placeholder. Start of byte variables.
     *
     * Type: placeholder
     */
    
pev_byte_start,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_controller_0,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_controller_1,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_controller_2,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_controller_3,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_blending_0,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_blending_1,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_byte_end,

    
/**
     * Placeholder. Start of byte array variables.
     *
     * Type: placeholder
     */
    
pev_bytearray_start,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_controller,

    
/**
     * 
     *
     * Type: integer
     */
    
pev_blending,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_bytearray_end,

    
/**
     * Placeholder. Start of vector(Float:[3]) array variables.
     *
     * Type: placeholder
     */
    
pev_vecarray_start,

    
/**
     * [3] Location of the entity in the map
     *
     * Type: float
     */
    
pev_origin,

    
/**
     * [3] Doesn't seem to be used anymore
     *
     * Type: float
     */
    
pev_oldorigin,

    
/**
     * [3] Vector speed of entity
     *
     * Type: float
     */
    
pev_velocity,

    
/**
     * [3] Velocity of the conveyor we are standing.
     *
     * Type: float
     */
    
pev_basevelocity,

    
/**
     * [3]
     *
     * Type: float
     */
    
pev_clbasevelocity,

    
/**
     * [3] For waterjumping, a forced forward velocity so we can fly over lip of ledge.
     *
     * Type: float
     */
    
pev_movedir,

    
/**
     * [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)
     *
     * Type: float
     */
    
pev_angles,

    
/**
     * [3] Rotating Velocity (More Research Coming)
     *
     * Type: float
     */
    
pev_avelocity,

    
/**
     * [3] Angles for player view rendering. Same numbers as angles.
     *
     * Type: float
     */
    
pev_v_angle,

    
/**
     * [3]
     *
     * Type: float
     */
    
pev_endpos,

    
/**
     * [3]
     *
     * Type: float
     */
    
pev_startpos,

    
/**
     * [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
     *
     * Type: float
     */
    
pev_absmin,

    
/**
     * [3] pev_origin[i] + pev_maxs[i] + 1
     *
     * Type: float
     */
    
pev_absmax,

    
/**
     * [3] Negative distance away from the origin on each axis the entity is touchable / clippable
     *
     * Type: float
     */
    
pev_mins,

    
/**
     * [3] Positive distance away from the origin on each axis the entity is touchable / clippable
     *
     * Type: float
     */
    
pev_maxs,

    
/**
     * [3] pev_size[i] = abs(pev_mins[i] - pev_maxs[i])
     *
     * Type: float
     */
    
pev_size,

    
/**
     * [3] = {R, G, B}
     * Color to use with pev_rendermode
     *
     * Type: float
     */
    
pev_rendercolor,

    
/**
     * [3] Permanent version of pev_punchangle
     *
     * Type: float
     */
    
pev_view_ofs,

    
/**
     * 
     *
     * Type: float
     */
    
pev_vuser1,

    
/**
     * 
     *
     * Type: float
     */
    
pev_vuser2,

    
/**
     * 
     *
     * Type: float
     */
    
pev_vuser3,

    
/**
     * 
     *
     * Type: float
     */
    
pev_vuser4,

    
/**
     * [2] Offset of v_angles usually due to recoil or being shot. pev_punchangles decreases to 0.0 gradually/automatically
     *
     * Type: float
     */
    
pev_punchangle,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_vecarray_end,

    
/**
     * Placeholder. Start of string correction variables.
     *
     * Type: placeholder
     */
    
pev_string2_begin,

    
/**
     * The weapon model other players see as the weapon being carried by the player (p_ models)
     *
     * Type: string
     */
    
pev_weaponmodel2,

    
/**
     * The weapon model displayed to the character in first person (v_ models)
     *
     * Type: string
     */
    
pev_viewmodel2,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_string2_end,

    
/**
     * Placeholder. Start of edict correction variables.
     *
     * Type: placeholder
     */
    
pev_edict2_start,

    
/**
     * 
     *
     * Type: string
     */
    
pev_pContainingEntity,

    
/**
     * Placeholder.
     *
     * Type: placeholder
     */
    
pev_absolute_end,
}; 
pev_float_start //I think They have same function By floatmax.Am I true ?
pev_float_end //I think They have same function By floatmax.Am I true ?

pev_int_start //it user for what?
pev_int_end //it user for what?

pev_edict_start //it user for what?
pev_edict_end //it user for what?

pev_byte_start //it user for what?
pev_byte_end //it user for what?

pev_bytearray_start //it user for what?
pev_bytearray_end //it user for what?

pev_string_start //it user for what?
pev_string_end //it user for what?

pev_absolute_start //it user for what?
pev_absolute_end //it user for what?

pev_startpos 0.000000 //it user for what?
pev_endpos 0.000000 //it user for what?

pev_string2_start //it user for what?
pev_string2_end //it user for what?

pev_vecarray_start //it user for what?
pev_vecarray_emd //it user for what?

pev_groupinfo 0.000000 //it user for what?
pev_controller 0.000000 //it user for what?
pev_dmg_save 0.000000 //it user for what?
pev_impacttime 0.000000 //it user for what?
pev_starttime 0.000000 //it user for what?
pev_ltime 0.000000 //it user for what?
pev_chain 0 //it user for what?
pev_message //it user for what?
pev_blending 0.000000 //it user for what?
pev_controller_0 38081536.000000 //it user for what?
pev_controller_1 38081536.000000 //it user for what?
pev_controller_2 38081536.000000 //it user for what?
pev_controller_3 38081536.000000 //it user for what?
pev_blending_0 38081704.000000 //it user for what?
pev_blending_1 38081664.000000 //it user for what?

pev_fuser1 //it user for what?
pev_fuser2 //it user for what?
pev_fuser3 //it user for what?
pev_fuser4 //it user for what?

pev_iuser1 //it user for what?
pev_iuser2 //it user for what?
pev_iuser3 //it user for what?
pev_iuser4 //it user for what?

pev_vuser1 //it user for what?
pev_vuser2 //it user for what?
pev_vuser3 //it user for what?
pev_vuser4 //it user for what?

pev_euser1 //it user for what?
pev_euser2 //it user for what?
pev_euser3 //it user for what?
pev_euser4 //it user for what?
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