this.origin_z = floorZ;
}
_setmodel(this, this.mdl_dead);
+ ApplyMinMaxScaleAngles(this);
this.effects &= ~EF_NODRAW;
}
void func_breakable_look_restore(entity this)
{
_setmodel(this, this.mdl);
+ ApplyMinMaxScaleAngles(this);
this.effects &= ~EF_NODRAW;
if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow