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;
// set damage function to corpse damage
this.event_damage = PlayerCorpseDamage;
+ this.event_damage = 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 PlayerHeal(entity targ, entity inflictor, float amount, float limit)
+{
+ if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit)
+ return false;
+
+ GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit);
+ return true;
+}
+
bool MoveToTeam(entity client, int team_colour, int type)
{
int lockteams_backup = lockteams; // backup any team lock