I create a basic entity, like so.
Code:
CreatEnt(const Model[],const Float:Angles[3],const Float:Origin[3])
{
new Ent = create_entity("info_target");
if(!Ent)
return
entity_set_size(Ent,Mins,Maxs);
entity_set_int(Ent,EV_INT_solid,SOLID_BBOX);
entity_set_int(Ent,EV_INT_movetype,MOVETYPE_PUSHSTEP);
entity_set_int(Ent,EV_INT_iuser4,0); // On 1/0
new Float:Mins[3] = {-75.0,-40.0,0.0}
new Float:Maxs[3] ={75.0,40.0,50.0}
entity_set_float(Ent,EV_FL_friction,0.1);
entity_set_float(Ent,EV_FL_nextthink,halflife_time() + 1.0);
entity_set_origin(Ent,Origin);
drop_to_floor(Ent);
}
I use "TE_BOX" to show it's bounding box. And when you give an entity an angle, the box doesn't update. (See picture).
http://img704.**************/img704/5051/56067062.jpg
Does anybody know a way around this, I messed with alot of forward (FM_SetAbsBox) and such, and can't get anywhere close.
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