}
}
-bool MoveToTeam(entity client, int team_colour, int type)
-{
- int lockteams_backup = lockteams; // backup any team lock
- lockteams = 0; // disable locked teams
- TeamchangeFrags(client); // move the players frags
- if (!SetPlayerTeamSimple(client, team_colour))
- {
- 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);
- return true;
-}
-
+ 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;
+ }
+
/**
* message "": do not say, just test flood control
* return value:
void ClientKill_Now_TeamChange(entity this);
-/// \brief Moves player to the specified team.
-/// \param[in,out] client Client to move.
-/// \param[in] team_colour Color of the team.
-/// \param[in] type ???
-/// \return True on success, false otherwise.
-bool MoveToTeam(entity client, float team_colour, float type);
-
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
+ bool PlayerHeal(entity targ, entity inflictor, float amount, float limit);
+
int Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);