this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
this.bot_attack = false;
+ this.monster_attack = false;
}
// precache all the models
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;
this.reset(this);
+ if(this.monster_attack)
+ IL_PUSH(g_monster_targets, this);
+
IL_PUSH(g_initforplayer, this);
this.init_for_player = func_breakable_init_for_player;