<group name="trigger_heal" color=".5 .5 .5">
Any object touching this will be healed.
-------- KEYS --------
-<real key="health" name="health">health to give per second (default 10)</real>
+<real key="health" name="health">health to give per heal (default 10)</real>
<real key="max_health" name="max_health">max health this trigger will give (default 200)</real>
+<real key="delay" name="delay">delay between the heals in seconds (default 1)</real>
<sound key="noise" name="noise">sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound</sound>
+-------- SPAWNFLAGS --------
+<flag key="SOUND_ALWAYS" name="SOUND_ALWAYS" bit="2">play the sound even if the player is fully healed</flag>
</group>
+<point name="target_heal" color=".5 .5 .5">
+Target version of trigger_heal. Heals the activator.
+-------- KEYS --------
+<real key="health" name="health">health to give per heal (default 10)</real>
+<real key="max_health" name="max_health">max health this target will give (default 200)</real>
+<real key="delay" name="delay">delay between the heals in seconds (default 1)</real>
+<sound key="noise" name="noise">sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound</sound>
+-------- SPAWNFLAGS --------
+<flag key="SOUND_ALWAYS" name="SOUND_ALWAYS" bit="2">play the sound even if the player is fully healed</flag>
+</point>
+
<point name="weapon_rifle" color="1 0 .5" box="-30 -30 0 30 30 32">
the Sniper Rifle.
-------- KEYS --------
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button
trigger_impulse
trigger_push
trigger_teleport
+target_heal
+target_kill
func_rotating
func_bobbing
func_button