Problem Solved:
1. SetEntPropEnt(iEntity, Prop_Send, "m_hOwnerEntity", iClient); - I don't know why, but this line ruined all code before. I replace that with: SetEntPropEnt(iEntity, Prop_Send, "m_hEffectEntity", iClient);.
2. SetEntProp(iEntity, Prop_Send, "m_usSolidFlags", 152); - don't know what is it, but it works
SetEntProp(iEntity, Prop_Send, "m_CollisionGroup", 8 ); - collusion group like a player
3. Full Code:
Code:
SpawnProp(iClient, iPropID, Float:fOrigin[3], Float:fAngles[3])
{
new iEntity = CreateEntityByName("prop_physics_override");
DispatchKeyValue(iEntity, "targetname", "prop");
DispatchKeyValue(iEntity, "model", g_szPropPath[iPropID]);
DispatchKeyValue(iEntity, "solid", "6");
if ( DispatchSpawn(iEntity) )
{
SetEntPropEnt(iEntity, Prop_Send, "m_hEffectEntity", iClient);
TeleportEntity(iEntity, fOrigin, fAngles, NULL_VECTOR);
SetEntProp(iEntity, Prop_Send, "m_usSolidFlags", 152);
SetEntProp(iEntity, Prop_Send, "m_CollisionGroup", 8);
AcceptEntityInput(iEntity, "DisableMotion");
return iEntity;
}
return -1;
}
With this code spawned prop is pretty solid and without "push away" force.
Thanks to
Darkranger, for plugin "CS:GO Drop Random Healthpack Plugin", - SetEntProp(iEntity, Prop_Send, "m_usSolidFlags", 152) I took from his plugin.