this works in the way that the entity has no collision but when i release the entity still has 0 collision and i cant interract with the entity anymore
this is how i tried it
PHP Code:
public Action:Command_grab(client, args)
{
if(g_iDragEnt[client] == 0)
{
new ent = GetClientAimTarget(client, false);
if(IsValidBlock(ent))
{
g_iDragEnt[client] = ent;
if(g_bGroups[client][g_iDragEnt[client]])
{
for(new i=0;i<2048;++i)
{
if(IsValidBlock(i) && g_bGroups[client][i])
{
SetEntityMoveType(i, MOVETYPE_VPHYSICS);
AcceptEntityInput(i, "enablemotion");
DispatchKeyValue(i, "solid", "0");
}
}
}
else
{
SetEntityMoveType(g_iDragEnt[client], MOVETYPE_VPHYSICS);
AcceptEntityInput(g_iDragEnt[client], "enablemotion");
DispatchKeyValue(g_iDragEnt[client], "solid", "0");
}
}
}
else
{
new Float:fVelocity[3] = {0.0, 0.0, 0.0};
TeleportEntity(g_iDragEnt[client], NULL_VECTOR, g_fAngles[g_iDragEnt[client]], fVelocity);
if(g_bGroups[client][g_iDragEnt[client]])
{
for(new i=0;i<2048;++i)
{
if(IsValidBlock(i) && g_bGroups[client][i])
{
SetEntityMoveType(i, MOVETYPE_NONE);
AcceptEntityInput(i, "disablemotion");
DispatchKeyValue(i, "solid", "1");
}
}
}
else
{
SetEntityMoveType(g_iDragEnt[client], MOVETYPE_NONE);
AcceptEntityInput(g_iDragEnt[client], "disablemotion");
DispatchKeyValue(g_iDragEnt[client], "solid", "1");
}
g_iDragEnt[client] = 0;
}
}