clone.effects = this.effects;
clone.glowmod = this.glowmod;
clone.event_damage = this.event_damage;
+ clone.event_heal = this.event_heal;
clone.anim_state = this.anim_state;
clone.anim_time = this.anim_time;
clone.anim_lower_action = this.anim_lower_action;
this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
this.v_angle_x = bound(-90, this.v_angle.x, 90);
}
+
+ if (this != attacker) {
+ float realdmg = damage - excess;
+ if (IS_PLAYER(attacker)) {
+ GameRules_scoring_add(attacker, DMG, realdmg);
+ }
+ if (IS_PLAYER(this)) {
+ GameRules_scoring_add(this, DMGTAKEN, realdmg);
+ }
+ }
}
else
this.max_armorvalue += (save + take);
this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
this.dmg_inflictor = inflictor;
- if (this != attacker) {
- float realdmg = damage - excess;
- if (IS_PLAYER(attacker)) {
- GameRules_scoring_add(attacker, DMG, realdmg);
- }
- if (IS_PLAYER(this)) {
- GameRules_scoring_add(this, DMGTAKEN, realdmg);
- }
- }
-
bool abot = (IS_BOT_CLIENT(attacker));
bool vbot = (IS_BOT_CLIENT(this));
// set damage function to corpse damage
this.event_damage = PlayerCorpseDamage;
+ this.event_heal = func_null;
// call the corpse damage function just in case it wants to gib
this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force);
}
}
-bool MoveToTeam(entity client, int team_colour, int type)
+bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
{
- int lockteams_backup = lockteams; // backup any team lock
- lockteams = 0; // disable locked teams
- TeamchangeFrags(client); // move the players frags
- if (!SetPlayerTeamSimple(client, team_colour))
- {
+ if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit)
return false;
- }
- Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, DMG_NOWEP, client.origin, '0 0 0'); // kill the player
- lockteams = lockteams_backup; // restore the team lock
- LogTeamchange(client.playerid, client.team, type);
+
+ GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit);
return true;
}