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Keeping entity at a distance


  
 
 
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Shadows Adi
AlliedModders Donor
Join Date: Aug 2019
Location: Romania
Old 08-25-2021 , 07:35   Re: Keeping entity at a distance
Reply With Quote #12

After some tests, it didn't worked. I decided to substract fvOFS[2] from fStartPos[2] at it seems working, but when a player is ducking, the entity gets close to it.

Code:
public ent_ThinkPre(iEnt) {     if(!pev_valid(iEnt))         return     static className[32]     pev(iEnt, pev_classname, className, charsmax(className))     if(!equali(className, g_szClassName))     {         return     }     new id = pev(iEnt, pev_owner)     if(is_user_alive(id))     {         new Float:fStartPos[3], Float:fvOFS[3], Float:fAngles[3]         pev(id, pev_origin, fStartPos)         pev(id, pev_view_ofs, fvOFS)         pev(id, pev_angles, fAngles)         fAngles[0] = 0.0         fStartPos[2] -= fvOFS[2]         set_pev(iEnt, pev_origin, fStartPos)         set_pev(iEnt, pev_angles, fAngles)         shift_entity_position(iEnt, 100.0, 0.0, -fvOFS[2])                 if(get_user_button(id) & IN_FORWARD)         {             entity_set_aim(iEnt, id, true);         }         else         {             entity_set_aim(iEnt, id);         }     }     engfunc(EngFunc_DropToFloor, iEnt)     set_pev(iEnt, pev_nextthink, get_gametime() + 0.01) }
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