**Edit**
Sorry i didn't notice your sma.
Your main problem is:
PHP Code:
// Forward Set Model
public fw_SetModel(entity, const model[])
{
// We don't care
if (strlen(model) < 8)
return FMRES_IGNORED
// Narrow down our matches a bit
if (model[7] != 'w' || model[8] != '_')
return FMRES_IGNORED
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Grenade not yet thrown
if (dmgtime == 0.0)
return FMRES_IGNORED
new owner = pev(entity, pev_owner)
// Grenade's owner is zombie?
if (zp_core_is_zombie(owner))
return FMRES_IGNORED
// Smoke Grenade
if (model[9] == 's' && model[10] == 'm')
{
if (has_flare[owner])
{
// Build flare's color
static rgb[3]
switch (get_pcvar_num(cvar_grenade_flare_color))
{
case 0: // white
{
rgb[0] = 255 // r
rgb[1] = 255 // g
rgb[2] = 255 // b
}
case 1: // red
{
rgb[0] = random_num(50,255) // r
rgb[1] = 0 // g
rgb[2] = 0 // b
}
case 2: // green
{
rgb[0] = 0 // r
rgb[1] = random_num(50,255) // g
rgb[2] = 0 // b
}
case 3: // blue
{
rgb[0] = 0 // r
rgb[1] = 0 // g
rgb[2] = random_num(50,255) // b
}
case 4: // random (all colors)
{
rgb[0] = random_num(50,200) // r
rgb[1] = random_num(50,200) // g
rgb[2] = random_num(50,200) // b
}
case 5: // random (r,g,b)
{
switch (random_num(1, 3))
{
case 1: // red
{
rgb[0] = random_num(50,255) // r
rgb[1] = 0 // g
rgb[2] = 0 // b
}
case 2: // green
{
rgb[0] = 0 // r
rgb[1] = random_num(50,255) // g
rgb[2] = 0 // b
}
case 3: // blue
{
rgb[0] = 0 // r
rgb[1] = 0 // g
rgb[2] = random_num(50,255) // b
}
}
}
}
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(rgb[0]) // r
write_byte(rgb[1]) // g
write_byte(rgb[2]) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
// Set flare color on the thrown grenade entity
set_pev(entity, PEV_FLARE_COLOR, rgb)
engfunc ( EngFunc_SetModel, entity, g_model_grenade_flare_w )
client_print(owner, print_chat, "[ZP] model Flare W")
has_flare[owner] = false
return FMRES_SUPERCEDE
}
if (has_heart[owner])
{
fm_set_rendering(entity, kRenderFxGlowShell, 255, 128, 0, kRenderNormal, 16)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(255) // r
write_byte(0) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_HEART)
engfunc ( EngFunc_SetModel, entity, g_model_grenade_heart_w)
client_print(owner, print_chat, "[ZP] model Heart W")
//has_heart[owner] = false
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED
}
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