+// note: only really useful in teamplay
+void buff_Medic_Heal(entity this)
+{
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && vdist(it.origin - this.origin, <=, autocvar_g_buffs_medic_heal_range),
+ {
+ if(SAME_TEAM(it, this))
+ if(it.health < autocvar_g_balance_health_regenstable)
+ {
+ Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
+ it.health = bound(0, it.health + autocvar_g_buffs_medic_heal_amount, autocvar_g_balance_health_regenstable);
+ }
+ });
+}
+