ENT.Type = "anim" ENT.RenderGroup = RENDERGROUP_TRANSLUCENT ENT.m_NoNailUnfreeze = true ENT.NoNails = true ENT.CanPackUp = true ENT.IsBarricadeObject = true ENT.AlwaysGhostable = true function ENT:SetObjectHealth(health) self:SetDTFloat(0, health) if health <= 0 and not self.Destroyed then self.Destroyed = true local ent = ents.Create("prop_physics") if ent:IsValid() then ent:SetModel(self:GetModel()) ent:SetMaterial(self:GetMaterial()) ent:SetAngles(self:GetAngles()) ent:SetPos(self:GetPos()) ent:SetSkin(self:GetSkin() or 0) ent:SetColor(self:GetColor()) ent:Spawn() ent:Fire("break", "", 0) ent:Fire("kill", "", 0.1) end end end function ENT:GetObjectHealth() return self:GetDTFloat(0) end function ENT:SetMaxObjectHealth(health) self:SetDTFloat(1, health) end function ENT:GetMaxObjectHealth() return self:GetDTFloat(1) end function ENT:SetObjectOwner(ent) self:SetDTEntity(0, ent) end function ENT:GetObjectOwner() return self:GetDTEntity(0) end function ENT:ClearObjectOwner() self:SetObjectOwner(NULL) end