Fixed by adding checking for every animation

...
Code:
public stop_run(ent)
{
if(is_valid_ent(ent))
{
push_and_crush = 0
set_entity_anim(ent, 8)
entity_set_int(ent, EV_INT_movetype, MOVETYPE_NONE)
entity_set_float(ent, EV_FL_takedamage, 1.0)
entity_set_float(ent, EV_FL_nextthink, get_gametime() + 0.1)
}
}
This is not good, maybe somebody knows, how to fix it without checking?