//Scale all NPC spell healing via SetSpellFocusHeal(value) int32 NPC::GetActSpellHealing(uint16 spell_id, int32 value) { int32 modifier = 100; modifier += SpellFocusHeal; // Check for buffs that affect the healrate of the target if(this->GetTarget()) { value += value * GetHealRate(spell_id) / 100; } return (value * modifier / 100); }
int32 Client::GetActSpellHealing(uint16 spell_id, int32 value) { int32 modifier = 100; int16 heal_amt = 0; modifier += GetFocusEffect(focusImprovedHeal, spell_id); modifier += GetFocusEffect(focusSpellEffectiveness, spell_id); heal_amt += Additional_Heal(spell_id); int chance = 0; // Instant Heals if(spells[spell_id].buffduration < 1) { // Formula = HealAmt * (casttime + recastime) / 7; Cant trigger off spell less than 5 levels below and cant heal more than the spell itself. if(this->itembonuses.HealAmt && spells[spell_id].classes[(GetClass()%16) - 1] >= GetLevel() - 5) { heal_amt = this->itembonuses.HealAmt * (spells[spell_id].cast_time + spells[spell_id].recast_time) / 7000; if(heal_amt > value) heal_amt = value; } // Check for buffs that affect the healrate of the target and critical heal rate of target if(GetTarget()) { value += value * GetHealRate(spell_id) / 100; chance += GetCriticalHealRate(spell_id); } //Live AA - Healing Gift, Theft of Life chance += itembonuses.CriticalHealChance + spellbonuses.CriticalHealChance + aabonuses.CriticalHealChance; if(MakeRandomInt(0,99) < chance) { entity_list.MessageClose(this, false, 100, MT_SpellCrits, "%s performs an exceptional heal! (%d)", GetName(), ((value * modifier / 50) + heal_amt*2)); return ((value * modifier / 50) + heal_amt*2); } else { return ((value * modifier / 100) + heal_amt); } } // Hots else { chance += itembonuses.CriticalHealChance + spellbonuses.CriticalHealChance + aabonuses.CriticalHealChance; if(MakeRandomInt(0,99) < chance) return ((value * modifier / 50) + heal_amt*2); } return ((value * modifier / 100) + heal_amt); }
//----------------------------------------------------------------------------- // Purpose: Returns a pointer to a healable target //----------------------------------------------------------------------------- bool CWeaponMedigun::FindAndHealTargets( void ) { CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) return false; bool bFound = false; // Maintaining beam to existing target? CBaseEntity *pTarget = m_hHealingTarget; if ( pTarget && pTarget->IsAlive() ) { MaintainTargetInSlot(); } else { FindNewTargetForSlot(); } CBaseEntity *pNewTarget = m_hHealingTarget; if ( pNewTarget && pNewTarget->IsAlive() ) { CTFPlayer *pTFPlayer = ToTFPlayer( pNewTarget ); #ifdef GAME_DLL // HACK: For now, just deal with players if ( pTFPlayer ) { if ( pTarget != pNewTarget && pNewTarget->IsPlayer() ) { pTFPlayer->m_Shared.Heal( pOwner, GetHealRate() ); } pTFPlayer->m_Shared.RecalculateChargeEffects( false ); } if ( m_flReleaseStartedAt && m_flReleaseStartedAt < (gpGlobals->curtime + 0.2) ) { // When we start the release, everyone we heal rockets to full health pNewTarget->TakeHealth( pNewTarget->GetMaxHealth(), DMG_GENERIC ); } #endif bFound = true; // Charge up our power if we're not releasing it, and our target // isn't receiving any benefit from our healing. if ( !m_bChargeRelease ) { if ( pTFPlayer ) { int iBoostMax = floor( pTFPlayer->m_Shared.GetMaxBuffedHealth() * 0.95); if ( weapon_medigun_charge_rate.GetFloat() ) { float flChargeAmount = gpGlobals->frametime / weapon_medigun_charge_rate.GetFloat(); // Reduced charge for healing fully healed guys if ( pNewTarget->GetHealth() >= iBoostMax && ( TFGameRules() && !TFGameRules()->InSetup() ) ) { flChargeAmount *= 0.5; } int iTotalHealers = pTFPlayer->m_Shared.GetNumHealers(); if ( iTotalHealers > 1 ) { flChargeAmount /= (float)iTotalHealers; } float flNewLevel = min( m_flChargeLevel + flChargeAmount, 1.0 ); #ifdef GAME_DLL if ( flNewLevel >= 1.0 && m_flChargeLevel < 1.0 ) { pOwner->SpeakConceptIfAllowed( MP_CONCEPT_MEDIC_CHARGEREADY ); if ( pTFPlayer ) { pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_HEALTARGET_CHARGEREADY ); } } #endif m_flChargeLevel = flNewLevel; } } } } return bFound; }