void C_PhysPropClientside::Spawn()
{
	// Initialize damage modifiers. Must be done before baseclass spawn.
	m_flDmgModBullet = 1.0;
	m_flDmgModClub = 1.0;
	m_flDmgModExplosive = 1.0;

	BaseClass::Spawn();

	// we don't really precache models here, just checking how many we have:
	m_iNumBreakableChunks = PropBreakablePrecacheAll( GetModelIndex() );

	ParsePropData();

	// If we have no custom breakable chunks, see if we're breaking into generic ones
	if ( !m_iNumBreakableChunks )
	{
		if ( GetBreakableModel() != NULL_STRING && GetBreakableCount() )
		{
			m_iNumBreakableChunks = GetBreakableCount();
		}
	}

	// Setup takedamage based upon the health we parsed earlier
	if ( m_iHealth == 0 )
	{
		m_takedamage = DAMAGE_NO;
	}
	else
	{
		m_takedamage = DAMAGE_YES;
	}
}
void CPhysicsCannister::Precache( void )
{
	PropBreakablePrecacheAll( GetModelName() );
	if ( m_gasSound != NULL_STRING )
	{
		PrecacheScriptSound( STRING(m_gasSound) );
	}
	BaseClass::Precache();
}
void CBlock1x1x2::Precache (void)
{
	PropBreakablePrecacheAll(MAKE_STRING("models/sf/3d_1x2.mdl"));

	BaseClass::Precache ();
}
void CBlock2x3::Precache (void)
{
	PropBreakablePrecacheAll(MAKE_STRING("models/sf/2d_2x3.mdl"));

	BaseClass::Precache ();
}
void CBlock1_5x4::Precache (void)
{
	PropBreakablePrecacheAll(MAKE_STRING("models/sf/2d_1o5x4.mdl"));

	BaseClass::Precache ();
}