ok, I'll keep the double check because i do a lot of stuff after.
Another question: i created an entity gave it a player model and when i drop it to the floor half of the body goes through it. I'm using fakemeta and i've been trying for HOURS to solve this problem. Any help will be appreciated.
PHP Code:
public MakeFrozenModel(id) {
if(!pev_valid(FrozenEntID[id]))
FrozenEntID[id] = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"))
if(!pev_valid(FrozenEntID[id]))
return
static string[64], Float:Origin[3], Float:Angles[3], Float:Vel1[3], Float:Vel2[3], Model[16]
pev(id,pev_origin,Origin)
pev(id,pev_v_angle,Angles)
pev(id,pev_velocity,Vel1)
get_user_info(id,"model",Model,15)
//Store some info
set_pev(FrozenEntID[id],pev_classname,"freezemodel")
format(string,63,"models/player/%s/%s.mdl",Model,Model)
engfunc(EngFunc_SetModel,FrozenEntID[id],string)
set_pev(FrozenEntID[id],pev_size,{-16.0,-16.0,-36.0},{16.0,16.0,36.0})//mins,maxs
if(pev(id,pev_button)&IN_DUCK) Origin[2] += 18.0
else Origin[2] += 36.0
set_pev(FrozenEntID[id],pev_solid,SOLID_BBOX) //some properties
set_pev(FrozenEntID[id],pev_movetype,MOVETYPE_TOSS)
set_pev(FrozenEntID[id],pev_sequence,pev(id,pev_sequence)) //give the correct anim type
engfunc(EngFunc_SetOrigin,FrozenEntID[id],Origin) //Origin, view angle, velocity
set_pev(FrozenEntID[id],pev_v_angle,Angles)
velocity_by_aim(id,320,Vel2)
Vel1[0] += Vel2[0]
Vel1[1] += Vel2[1]
Vel1[2] += 32.0
set_pev(FrozenEntID[id],pev_velocity,Vel1)
set_pev(FrozenEntID[id],pev_framerate,1.0)
set_pev(FrozenEntID[id],pev_renderfx,kRenderFxGlowShell)
set_pev(FrozenEntID[id],pev_rendercolor,Float:{255.0,255.0,255.0}) //Add colour team later
set_pev(FrozenEntID[id],pev_rendermode,kRenderNormal)
set_pev(FrozenEntID[id],pev_renderamt,16.0)
//Give Weapon
if(!pev_valid(FrozenWeapID[id]))
FrozenWeapID[id] = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"))
if(!pev_valid(FrozenWeapID[id]))
return
set_pev(FrozenWeapID[id],pev_classname,"freezeweapon")
set_pev(FrozenWeapID[id],pev_solid,SOLID_NOT)
set_pev(FrozenWeapID[id],pev_aiment,FrozenEntID[id])
set_pev(FrozenWeapID[id],pev_movetype,MOVETYPE_FOLLOW)
get_weaponname(get_user_weapon(id),Model,15)
if(equal(Model,"weapon_mp5navy"))
format(Model,15,"weapon_mp5")
format(string,63,"models/p_%s.mdl",Model[7])
engfunc(EngFunc_SetModel,FrozenWeapID[id],string)
Origin[2] += 100.0//Testing pruposes
engfunc(EngFunc_SetOrigin,id,Origin)
set_pev(FrozenEntID[id],pev_nextthink,get_gametime()+0.01) //Later use this one
}