{
local float floor_z;
+ if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
+ self.dropped_origin = self.origin;
+
if(self.mdl_dead == "")
self.model = "";
else {
void func_breakable_look_restore()
{
setmodel(self, self.mdl);
+ if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
+ setorigin(self, self.dropped_origin);
self.solid = SOLID_BSP;
}
precache_sound(self.noise);
self.team_saved = self.team;
+ self.dropped_origin = self.origin;
self.reset = func_breakable_reset;
func_breakable_reset();