#ifndef _INCLUDE_PEV_H #define _INCLUDE_PEV_H #define RETURNTYPE_INT 2 #define RETURNTYPE_FLOAT 3 #define RETURNTYPE_VECTOR 3 #define RETURNTYPE_STRING 4 #define VALUETYPE_INT 1 #define VALUETYPE_FLOAT 2 #define VALUETYPE_VECTOR 3 #define VALUETYPE_EDICT 4 #define VALUETYPE_STRING 5 #define VALUETYPE_BYTE 6 enum pev_pointers { pev_string_start = 0, classname, globalname, model, target, targetname, netname, message, noise, noise1, noise2, noise3, pev_string_end, pev_edict_start, chain, dmg_inflictor, enemy, aiment, owner, groundentity, euser1, euser2, euser3, euser4, pev_edict_end, pev_float_start, impacttime, starttime, idealpitch, ideal_yaw, pitch_speed, yaw_speed, ltime, nextthink, gravity, friction, frame, animtime, framerate, scale, renderamt, health, frags, takedamage, max_health, teleport_time, armortype, armorvalue, dmg_take, dmg_save, dmg, dmgtime, speed, air_finished, pain_finished, radsuit_finished, maxspeed, fov, flFallVelocity, fuser1, fuser2, fuser3, fuser4, pev_float_end, pev_int_start, fixangle, modelindex, viewmodel, weaponmodel, movetype, solid, skin, body, effects, light_level, sequence, gaitsequence, rendermode, renderfx, weapons, deadflag, button, impulse, spawnflags, flags, colormap, team, waterlevel, watertype, playerclass, weaponanim, pushmsec, bInDuck, flTimeStepSound, flSwimTime, flDuckTime, iStepLeft, gamestate, oldbuttons, groupinfo, iuser1, iuser2, iuser3, iuser4, pev_int_end, pev_byte_start, controller_0, controller_1, controller_2, controller_3, blending_0, blending_1, pev_byte_end, pev_bytearray_start, controller, blending, pev_bytearray_end, pev_vecarray_start, origin, oldorigin, velocity, basevelocity, clbasevelocity, movedir, angles, avelocity, v_angle, endpos, startpos, absmin, absmax, mins, maxs, size, rendercolor, view_ofs, vuser1, vuser2, vuser3, vuser4, punchangle, pev_vecarray_end }; #endif //_INCLUDE_PEV_H