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

