float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity);
// Calls .event_heal on the target so that they can handle healing themselves
-// a limit of 0 should be handled by the entity as its max health (if applicable)
+// a limit of -1 should be handled by the entity as its max health (if applicable)
bool Heal(entity targ, entity inflictor, float amount, float limit);
.float fire_damagepersec;