switch(this.skin)
{
case 0:
- GiveResourceWithLimit(it, RESOURCE_HEALTH, autocvar_g_monster_mage_heal_allies, autocvar_g_balance_health_regenstable);
+ {
+ Heal(it, this, autocvar_g_monster_mage_heal_allies, autocvar_g_balance_health_regenstable);
fx = EFFECT_HEALING;
break;
+ }
case 1:
{
if(GetResourceAmount(this, RESOURCE_CELLS)) GiveResourceWithLimit(it, RESOURCE_CELLS, 1, g_pickup_cells_max);
else
{
Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
- GiveResourceWithLimit(it, RESOURCE_HEALTH, autocvar_g_monster_mage_heal_allies, it.max_health);
+ Heal(it, this, autocvar_g_monster_mage_heal_allies, RESOURCE_LIMIT_NONE);
if(!(it.spawnflags & MONSTERFLAG_INVINCIBLE) && it.sprite)
WaypointSprite_UpdateHealth(it.sprite, GetResourceAmount(it, RESOURCE_HEALTH));
}