IL_REMOVE(g_bot_targets, this);
this.bot_attack = false;
this.event_damage = func_null;
- this.state = 1;
+ this.state = STATE_BROKEN;
if(this.spawnflags & BREAKABLE_NODAMAGE)
this.use = func_null;
func_breakable_colormod(this);
}
if(this.spawnflags & BREAKABLE_NODAMAGE)
this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
- this.state = 0;
+ this.state = STATE_ALIVE;
//this.nextthink = 0; // cancel auto respawn
setthink(this, func_breakable_think);
this.nextthink = time + 0.1;
void func_breakable_init_for_player(entity this, entity player)
{
- if (this.noise1 && this.state == 0 && IS_REAL_CLIENT(player))
+ if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player))
{
msg_entity = player;
soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.state == 1)
+ if(this.state == STATE_BROKEN)
return;
if(this.spawnflags & NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))