void Freeze(entity targ, float freeze_time, int frozen_type, bool show_waypoint);
void Freeze(entity targ, float freeze_time, int frozen_type, bool show_waypoint);
// NOTE: the .weaponentity parameter can be set to DMG_NOWEP if the attack wasn't caused by a weapon or player
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
// NOTE: the .weaponentity parameter can be set to DMG_NOWEP if the attack wasn't caused by a weapon or player
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity);
// Calls .event_heal on the target so that they can handle healing themselves
float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity);
// Calls .event_heal on the target so that they can handle healing themselves
bool Heal(entity targ, entity inflictor, float amount, float limit);
.float fire_damagepersec;
bool Heal(entity targ, entity inflictor, float amount, float limit);
.float fire_damagepersec;