Here's the shader:
Now, when I look through the unshot window (with texture window32_frame) it looks like this:textures/window/window33_broken
{
qer_editorimage textures/general_structure/window32_frame.tga
qer_keyword broken
qer_keyword window
qer_keyword glass
surfaceparm fence
surfaceparm wood
// cull none
{
map textures/mohcommon/envnormndy_day.tga
tcgen environment
alphagen const .2
blendFunc blend
alphaFunc GT0
nextbundle
map textures/window/window33_broken.tga
}
{
map textures/window/window33_frame.tga
blendFunc blend
depthWrite
// alphaFunc GE128
nextbundle
map $lightmap
}
}

U hopefully see the window of the next building?! Okay, now when I shoot at this window, it breaks and the script object of the broken version appears (with texture window33_broken). And now it looks like this:

That window of the next building has turned invisible (No, I didn't even shoot at it)
Here is the pk3 of my shader, maybe it's of help for solving the problem.
Does anyone know, why this happens?
Thanks for wasting your time!
P.S. If u don't mind this prob, you can ofcourse use that shader in your map. In fact normal brushes are still visible, it's just other windows

