Code:
new Float:flOrigin[3], Float:flAngles[3], Float:flVec[3];
get_entvar(id, var_origin, flOrigin);
get_entvar(id, var_v_angle, flAngles);
angle_vector(flAngles, ANGLEVECTOR_FORWARD, flVec);
flOrigin[0] += flVec[0] * flDistance;
flOrigin[1] += flVec[1] * flDistance;
flOrigin[2] += flVec[2] * flDistance;
set_entvar(iEntity, var_origin, flOrigin);
get_entvar(id, var_angles, flAngles);
flAngles[0] = 0.0;
set_entvar(iEntity, var_angles, flAngles);
if (!engfunc(EngFunc_WalkMove, iEntity, 0.0, 0.0, WALKMOVE_NORMAL))
{
// cant place here
rg_set_ent_render(iEntity, kRenderFxGlowShell, 200, 0, 0, kRenderTransAdd, 15);
}
else
{
// will automatically apply best position
rg_set_ent_render(iEntity, kRenderFxGlowShell, 235, 224, 14, kRenderTransAdd, 15);
}
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