func_breakable_behave_restore(this);
}
-// destructible walls that can be used to trigger target_objective_decrease
-spawnfunc(func_breakable)
+void func_breakable_setup(entity this)
{
float n, i;
if(!GetResource(this, RES_HEALTH))
this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
this.bot_attack = false;
+ this.monster_attack = false;
}
// precache all the models
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;
}
// for use in maps with a "model" key set
-spawnfunc(misc_breakablemodel) {
- spawnfunc_func_breakable(this);
-}
+spawnfunc(misc_breakablemodel) { func_breakable_setup(this); }
+
+// destructible walls that can be used to trigger target_objective_decrease
+spawnfunc(func_breakable) { func_breakable_setup(this); }
#endif