Then no very good fix but at last it will work. Check if the edict have impulse > 0 and if yes then ignore it.
From EPB
Code:
bool IsShootableBreakable(edict_t * pent)
{
return (pent->v.impulse == 0
&& pent->v.takedamage > 0
&& pent->v.health < 1000.0
&& !FBitSet(pent->v.spawnflags, SF_BREAK_TRIGGER_ONLY));
}