if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player))
{
msg_entity = player;
- soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM, 0);
}
}
this.dmg_force = 200;
this.mdl = this.model;
- SetBrushEntityModel(this);
+ SetBrushEntityModel(this, true);
if(this.spawnflags & BREAKABLE_NODAMAGE)
this.use = func_breakable_destroy;