.bool istypefrag;
.float taunt_soundtime;
+.int totalfrags;
+
float IsFlying(entity a);
void UpdateFrags(entity player, int f);
float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity);
+.float damageforcescale;
+const float MIN_DAMAGEEXTRARADIUS = 2;
+const float MAX_DAMAGEEXTRARADIUS = 16;
+.float damageextraradius;
+
// Calls .event_heal on the target so that they can handle healing themselves
// a limit of RES_LIMIT_NONE should be handled by the entity as its max health (if applicable)
bool Heal(entity targ, entity inflictor, float amount, float limit);