void MakeSolid(int Entity) {
SV_UnlinkEntity(Entity);
*(unsigned char*)(Entity + 0x101) = 4;
int Num = G_Entity(0x3
; //Just trying to make it work on Prison Break first
*(int*)(Entity + 0x140) = *(int*)(Num + 0x140);
SV_SetBrushModel(Entity);
*(int*)(Entity + 0x11C) |= *(int*)(Entity + 0x11C);
SV_LinkEntity(Entity);
}
int SpawnModel(float* Origin, float* Angles, const char* ModelName, bool Solid) {
int Entity = G_Spawn();
WriteFloat(Entity + 0x138, Origin, 3);
WriteFloat(Entity + 0x144, Angles, 3);
G_SetModel(Entity, ModelName);
SP_ScriptModel(Entity);
if(Solid) {
MakeSolid(Entity);
}
return Entity;
}
void SpawnCrate(int clientNum) {
float Origin[3], Angles[3];
GetPlayerOrigin(clientNum, Origin);
SpawnModel(Origin, Angles, "carepackage_friendly_iw6", true);
}
void SpawnTurret(int clientNum) {
float Origin[3], Angles[3];
GetPlayerOrigin(clientNum, Origin);
int Entity = G_Spawn();
WriteFloat(Entity + 0x138, Origin, 3);
WriteFloat(Entity + 0x144, Angles, 3);
G_SetModel(Entity, "npc_sentry_energy_turret_base");
G_SpawnTurret(Entity, "sentry_minigun_mp");
}
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