self.dropped_origin = self.origin;
if(self.mdl_dead == "")
- self.model = "";
+ self.effects |= EF_NODRAW;
else {
if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
floorZ = self.absmin.z;
self.origin_z = floorZ;
}
setmodel(self, self.mdl_dead);
+ self.effects &= ~EF_NODRAW;
}
+ CSQCMODEL_AUTOUPDATE();
+
self.solid = SOLID_NOT;
}
void func_breakable_look_restore()
{
setmodel(self, self.mdl);
+ self.effects &= ~EF_NODRAW;
+
if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
setorigin(self, self.dropped_origin);
+
+ CSQCMODEL_AUTOUPDATE();
+
self.solid = SOLID_BSP;
}