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KWo
AMX Mod X Beta Tester
Join Date: Jul 2004
Location: Poland
Old 10-18-2006 , 12:50   Re: Detecting func_breakable destruction. & Create breakable func_pushable.
Reply With Quote #11

Code:
bool IsShootableBreakable (edict_t *pent)  // KWo - 08.02.2006 {    if (pent == NULL)       return (false);    return ( ( (FStrEq ("func_breakable", STRING (pent->v.classname))            && ( (pent->v.playerclass == 1) || (pent->v.health == 0)                 || ( (pent->v.health > 1) && (pent->v.health < 1000))                 || (pent->v.rendermode == 4) ) // KWo - 21.02.2006 - br. crates has rendermode 4                 || (FStrEq ("func_pushable", STRING (pent->v.classname))                   && (pent->v.spawnflags & SF_PUSH_BREAKABLE))))                && (pent->v.impulse == 0)                && (pent->v.takedamage > 0)                && !(pent->v.spawnflags & SF_BREAK_TRIGGER_ONLY) ); }
Here is the code in C++ from podbot mm to recognize breakable "func_breakable". Another thing is this - in info key values You can also check the material, the breakable is created based on - and there is something like unbreakable glass - which makes the "func_breakable" despite its name as unbreakable. Hope it can help You somehow.
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