this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
- if(IS_CLIENT(attacker) && this.classname == "func_assault_destructible")
+ if(IS_CLIENT(attacker)) //&& this.classname == "func_assault_destructible")
{
this.owner = attacker;
this.realowner = attacker;
precache_sound(this.noise1);
this.team_saved = this.team;
+ IL_PUSH(g_saved_team, this);
this.dropped_origin = this.origin;
this.reset = func_breakable_reset;