}
}
+bool vehicles_heal(entity targ, entity inflictor, float amount, float limit)
+{
+ float true_limit = ((limit) ? limit : targ.max_health);
+ //if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= true_limit)
+ if(targ.vehicle_health <= 0 || targ.vehicle_health >= true_limit)
+ return false;
+
+ targ.vehicle_health = min(targ.vehicle_health + amount, true_limit);
+ //GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, true_limit);
+ //if(targ.owner)
+ //targ.owner.vehicle_health = (targ.vehicle_health / targ.max_health) * 100;
+ return true;
+}
+
bool vehicles_crushable(entity e)
{
if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
setsize(pl, STAT(PL_MIN, pl), STAT(PL_MAX, pl));
veh.event_damage = vehicles_damage;
+ veh.event_heal = vehicles_heal;
veh.nextthink = 0;
pl.items &= ~IT_USING_JETPACK;
pl.angles = veh.angles;
this.owner = NULL;
settouch(this, vehicles_touch);
this.event_damage = vehicles_damage;
+ this.event_heal = vehicles_heal;
this.reset = vehicles_reset;
this.iscreature = true;
this.teleportable = false; // no teleporting for vehicles, too buggy
this.vehicleid = info.vehicleid;
this.PlayerPhysplug = info.PlayerPhysplug;
this.event_damage = func_null;
+ this.event_heal = func_null;
settouch(this, vehicles_touch);
setthink(this, vehicles_spawn);
this.nextthink = time;