#include "defs.qh"
#include <common/notifications/all.qh>
#include <common/deathtypes/all.qh>
- #include "mutators/_mod.qh"
+ #include <server/mutators/_mod.qh>
#include <common/turrets/sv_turrets.qh>
#include <common/vehicles/all.qh>
#include <lib/csqcmodel/sv_model.qh>
void Ice_Think(entity this);
-void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint);
+void Freeze(entity targ, float freeze_time, int frozen_type, bool show_waypoint);
void Unfreeze (entity targ);
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
+// a limit of RESOURCE_LIMIT_NONE should be handled by the entity as its max health (if applicable)
+bool Heal(entity targ, entity inflictor, float amount, float limit);
+
.float fire_damagepersec;
.float fire_endtime;
.float fire_deathtype;