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Set Entity Origin Forward:
- new Float: vAng[3], Float: vec[3];
- pev( Client, pev_v_angle, vAng );
- angle_vector( vAng, 2, vec );
- new Float: vec2[3];
- /* Forward */
- vec2[0] = vec[0];
- vec2[1] = vec[1];
- vec2[2] = vec[2] + -1.0;
- new Float: vecForward[3];
- xs_vec_cross( vec, vec2, vecForward );
- xs_vec_normalize(vecForward, vecForward);
- new Float: org[3];
- pev( Client, pev_origin, org );
- /* Distance */
- org[0] = ( vecForward[0] * 150.0 ) + org[0];
- org[1] = ( vecForward[1] * 150.0 ) + org[1];
- org[2] = ( vecForward[2] * 150.0 ) + org[2];
- set_pev( Client, pev_origin, org );
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Set Entity Origin Backward:
- new Float: vAng[3], Float: vec[3];
- pev( Client, pev_v_angle, vAng );
- angle_vector( vAng, 2, vec );
- new Float: vec2[3];
- /* Backward */
- vec2[0] = vec[0];
- vec2[1] = vec[1];
- vec2[2] = vec[2] + 1.0;
- new Float: vecBackward[3];
- xs_vec_cross( vec, vec2, vecBackward );
- xs_vec_normalize(vecBackward, vecBackward);
- new Float: org[3];
- pev( Client, pev_origin, org );
- /* Distance */
- org[0] = ( vecBackward[0] * 150.0 ) + org[0];
- org[1] = ( vecBackward[1] * 150.0 ) + org[1];
- org[2] = ( vecBackward[2] * 150.0 ) + org[2];
- set_pev( Client, pev_origin, org );
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Set Entity Origin Leftward:
- new Float: vAng[3], Float: vec[3];
- pev( Client, pev_v_angle, vAng );
-
- /* Leftward */
- vAng[1] -= 90.0
- angle_vector( vAng, 2, vec );
- new Float: vec2[3];
- vec2[0] = vec[0];
- vec2[1] = vec[1];
- vec2[2] = vec[2] + 1.0;
- new Float: vecLeftward[3];
- xs_vec_cross( vec, vec2, vecLeftward );
- xs_vec_normalize(vecLeftward, vecLeftward);
- new Float: org[3];
- pev( Client, pev_origin, org );
- org[0] = ( vecLeftward[0] * 150.0 ) + org[0];
- org[1] = ( vecLeftward[1] * 150.0 ) + org[1];
- org[2] = ( vecLeftward[2] * 150.0 ) + org[2];
- set_pev( Client, pev_origin, org );
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Set Entity Origin Rightward:
- new Float: vAng[3], Float: vec[3];
- pev( Client, pev_v_angle, vAng );
-
- /* Rightward */
- vAng[1] += 90.0
- angle_vector( vAng, 2, vec );
- new Float: vec2[3];
- vec2[0] = vec[0];
- vec2[1] = vec[1];
- vec2[2] = vec[2] + 1.0;
- new Float: vecRightward[3];
- xs_vec_cross( vec, vec2, vecRightward );
- xs_vec_normalize(vecRightward, vecRightward);
- new Float: org[3];
- pev( Client, pev_origin, org );
- org[0] = ( vecRightward[0] * 150.0 ) + org[0];
- org[1] = ( vecRightward[1] * 150.0 ) + org[1];
- org[2] = ( vecRightward[2] * 150.0 ) + org[2];
- set_pev( Client, pev_origin, org );
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