stopsound (this, CH_TRIGGER_SINGLE);
}
+void func_breakable_destroy(entity this, entity actor, entity trigger);
void func_breakable_behave_restore(entity this)
{
this.health = this.max_health;
this.bot_attack = true;
this.event_damage = func_breakable_damage;
}
+ if(this.spawnflags & 4)
+ this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
this.state = 0;
this.nextthink = 0; // cancel auto respawn
func_breakable_colormod(this);