+#include "weapons/common.qh"
+
.entity sprite;
.float dmg;
// Otherwise mdl_dead will be displayed at the map origin, and nobody would
// want that!
-void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
//
// func_breakable
self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
else
self.colormod = '1 1 1';
-
+
CSQCMODEL_AUTOUPDATE();
}
{
func_breakable_look_destroyed();
func_breakable_behave_destroyed();
-
+
CSQCMODEL_AUTOUPDATE();
}
{
func_breakable_look_restore();
func_breakable_behave_restore();
-
+
CSQCMODEL_AUTOUPDATE();
}
self.message = oldmsg;
}
-void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.state == 1)
return;
func_breakable_behave_destroyed();
else
func_breakable_behave_restore();
-
+
CSQCMODEL_AUTOUPDATE();
}
self.reset = func_breakable_reset;
func_breakable_reset();
-
+
CSQCMODEL_AUTOINIT();
}