Returns the amount of overheal a client can receive Return RoundFloat ( float ( TF2_GetMaxHealth ( iClient )) * flOverHeal )
Stock TF2_GetMaxOverHeal ( iClient, Float : flOverHeal = 1.5 ) // Quick-Fix would be 1.25 Returns a client's max health if fully overhealed Return (( maxhealth = - 1 || maxhealth = 80896 ) ? GetEntProp ( iClient, Prop_Data, 'm_iMaxHealth' ) : maxhealth ) New maxhealth = GetEntProp ( GetPlayerResourceEntity (), Prop_Send, 'm_iMaxHealth', _, iClient ) as far as I'm aware it's post-item adjustment. I admit I haven't checked this, but this should work to get a player's max health. if (IsValidEntity(FindPlayerBack(client, ))) HP += 25 // Darwin's Danger Shield
New me = GetIndexOfWeaponSlot ( client, TFWeaponSlot_Melee )
New se = GetIndexOfWeaponSlot ( client, TFWeaponSlot_Secondary ) New pr = GetIndexOfWeaponSlot ( client, TFWeaponSlot_Primary ) The amount of health a player will spawn with based on their class and weapons.