class WindowFront { class Health { hitpoints = 150; transferToGlobalCoef = 0; healthLevels[] = {{1.0,{"dz\vehicles\wheeled\offroadhatchback\data\niva_glass.rvmat"}},{0.7,{}},{0.5,{"dz\vehicles\wheeled\offroadhatchback\data\niva_glass_damage.rvmat"}},{0.3,{"dz\vehicles\wheeled\offroadhatchback\data\niva_glass_destruct.rvmat"}},{0.0,"hidden"}}; }; memoryPoints[] = {"dmgZone_windowFront"}; componentNames[] = {"dmgZone_windowFront"}; fatalInjuryCoef = -1; inventorySlots[] = {}; };
That's the current code for door window of OffroadHatchback
At the end of healthLevels array at 0.0 you have "hidden" it's currently hiding the texture that have the componentNames == "dmgZone_windowFront"
But it's not hiding the fire geometry and geometry that have the selection == dmgZone_windowFront
So you still have the impact of glass on the door window when the window is hidden