func_breakable: use BreakModel_Spawn instead of FX_BreakModel.
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1 changed files with 5 additions and 2 deletions
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@ -292,7 +292,9 @@ void
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func_breakable::Explode(void)
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{
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vector rp = WorldSpaceCenter();
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FX_BreakModel(vlen(size) / 10, absmin, absmax, [0,0,0], GetSurfaceData(SURFDATA_MATERIAL));
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vector vecDir = vectoangles(rp - g_dmg_vecLocation);
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BreakModel_Spawn(absmin, absmax, [0,0,0], m_flExplodeMag, vlen(size) / 10, GetPropData(PROPINFO_BREAKMODEL));
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FX_Explosion(rp);
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Damage_Radius(rp, this, m_flExplodeMag, m_flExplodeRad, TRUE, 0);
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UseTargets(this, TRIG_TOGGLE, 0.0f); /* delay... ignored. */
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@ -343,7 +345,8 @@ func_breakable::Death(void)
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if (m_flExplodeMag) {
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ScheduleThink(Explode, random(0.0f, 0.5f));
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} else {
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FX_BreakModel(vlen(size) / 10, absmin, absmax, [0,0,0], GetSurfaceData(SURFDATA_MATERIAL));
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vector vecDir = vectoangles(WorldSpaceCenter() - g_dmg_vecLocation);
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BreakModel_Spawn(absmin, absmax, vecDir, g_dmg_iDamage * 2.5, vlen(size) / 10, GetPropData(PROPINFO_BREAKMODEL));
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Disappear();
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SetTakedamage(DAMAGE_NO);
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UseTargets(eActivator, TRIG_TOGGLE, 0.0f);
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