// Otherwise mdl_dead will be displayed at the map origin, and nobody would
// want that!
-.vector mins_save, maxs_save;
-
void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
//
self.takedamage = DAMAGE_NO;
self.event_damage = SUB_Null;
self.state = 1;
- setsize(self, '0 0 0', '0 0 0');
func_breakable_colormod();
}
self.takedamage = DAMAGE_AIM;
self.event_damage = func_breakable_damage;
self.state = 0;
- setsize(self, self.mins_save, self.maxs_save);
func_breakable_colormod();
}
self.mdl = self.model;
SetBrushEntityModel();
- self.mins_save = self.mins;
- self.maxs_save = self.maxs;
self.use = func_breakable_restore;