float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : 0);
- Heal(trace_ent, own, roothealth, hplimit);
+ Heal(trace_ent, own, (roothealth * coefficient), hplimit);
if(IS_PLAYER(trace_ent) && rootarmor)
{
if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))