self.takedamage = DAMAGE_AIM;
self.event_damage = func_breakable_damage;
self.state = 0;
+ self.nextthink = 0; // cancel auto respawn
func_breakable_colormod();
}
func_breakable_destroyed();
if(self.noise)
- sound (self, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
if(self.dmg)
RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
if(self.respawntime)
{
self.think = func_breakable_restore;
- self.nextthink = time + self.respawntime;
+ self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
}
oldmsg = self.message;