void AvHHive::ProcessHealing() { // Regenerate nearby friendly aliens CBaseEntity* theEntity = NULL; const int theHiveHealRadius = BALANCE_VAR(kHiveHealRadius); while((theEntity = UTIL_FindEntityInSphere(theEntity, this->pev->origin, theHiveHealRadius)) != NULL) { AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity); if(thePlayer) { if(thePlayer->GetIsRelevant() && (thePlayer->GetTeam() == this->GetTeamNumber()) && !thePlayer->GetIsBeingDigested()) { // Hive heals percentage of player health float theRegenPercentage = BALANCE_VAR(kHiveRegenerationPercentage); int theMaxHealth = AvHPlayerUpgrade::GetMaxHealth(thePlayer->pev->iuser4, (AvHUser3)thePlayer->pev->iuser3, thePlayer->GetExperienceLevel()); float theRegenAmount = (theRegenPercentage*theMaxHealth); thePlayer->Heal(theRegenAmount, true); } } } // Regenerate self bool theDidHeal = false; // If we aren't at full health, heal health if(this->pev->health < this->mMaxHitPoints) { float theHiveRegenAmount = BALANCE_VAR(kHiveRegenerationAmount); float theCombatModeScalar = /*GetGameRules()->GetIsCombatMode() ? (1.0f/BALANCE_VAR(kCombatModeTimeScalar)) :*/ 1.0f; this->pev->health = min((float)this->mMaxHitPoints, this->pev->health + theHiveRegenAmount*theCombatModeScalar); theDidHeal = true; } // Play regen event if(theDidHeal) { // Play regeneration event PLAYBACK_EVENT_FULL(0, this->edict(), gRegenerationEventID, 0, this->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 ); } }