You have to know about collision they work this way:
positionentity e,x,y,z actually positions it there.
Updateworld() will do the collision checks and if neccessary it will move the entity back to the collision location.
So you can:
positionentity
store xyz of entity
updateworld
check for collision
reposition entity at the stored xyz
reset entity collision state
To reset the entity you may use ResetEntity, or you can also HideENtity and show it again, this will reset the collsion too (therefor, collsion with hidden entities does not work , at least AFAIK)
positionentity e,x,y,z actually positions it there.
Updateworld() will do the collision checks and if neccessary it will move the entity back to the collision location.
So you can:
positionentity
store xyz of entity
updateworld
check for collision
reposition entity at the stored xyz
reset entity collision state
To reset the entity you may use ResetEntity, or you can also HideENtity and show it again, this will reset the collsion too (therefor, collsion with hidden entities does not work , at least AFAIK)