moitordamage()
{
self SetCanDamage(true);
self.maxhealth = 100;
self.health = self.maxhealth;
while(1)
{
self waittill("damage", iDamage, attacker, vDir, vPoint, sMeansOfDeath, modelName, tagName, partName, iDFlags);
if(!isPlayer(attacker))
{
self.health += iDamage;
continue;
}
if(!maps\mp\gametypes\_weapons::friendlyFireCheck(self.owner, attacker))
{
self.health += iDamage;
continue;
}
if(self.health <= 0)
break;
}
self playSound("grenade_explode_default");
self delete();
}
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