self.event_damage = func_null;
self.state = 1;
func_breakable_colormod();
+ if (self.noise1)
+ {
+ stopsoundto (MSG_BROADCAST, self, CH_TRIGGER);
+ // Only also send a reliable stop if self.noise is unused.
+ // Otherwise we may be stopping the destroy sound too.
+ if (!self.noise)
+ stopsoundto (MSG_ALL, self, CH_TRIGGER);
+ }
}
void func_breakable_behave_restore()
self.state = 0;
self.nextthink = 0; // cancel auto respawn
func_breakable_colormod();
+ if (self.noise1)
+ sound (self, CH_TRIGGER, self.noise1, VOL_BASE, ATTEN_NORM);
}
void func_breakable_destroyed()
precache_model(argv(i));
if(self.noise)
precache_sound(self.noise);
+ if(self.noise1)
+ precache_sound(self.noise1);
self.team_saved = self.team;
self.dropped_origin = self.origin;