// target = targets to trigger when broken
// health = amount of damage it can take
// spawnflags:
-// BREAKABLE_START_DISABLED: needs to be triggered to activate
+// START_DISABLED: needs to be triggered to activate
// BREAKABLE_INDICATE_DAMAGE: indicate damage
// BREAKABLE_NODAMAGE: don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
// NOSPLASH: don't take splash damage
{
this.team = this.team_saved;
func_breakable_look_restore(this);
- if(this.spawnflags & BREAKABLE_START_DISABLED)
+ if(this.spawnflags & START_DISABLED)
func_breakable_behave_destroyed(this);
else
func_breakable_behave_restore(this);