General: Clamp health regen to max instead.
Cause before it wouldnt apply if the health + regen > max health regen. Now it clamps instead :>
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@ -101,8 +101,14 @@ public Action:ClassHealthRegenTimer(Handle:timer, any:client)
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new health = GetClientHealth(client);
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health += ClientHealthRegenAmount[client];
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// Clamp the health points to the maximum.
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if (health > ClientHealthRegenMax[client])
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{
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health = ClientHealthRegenMax[client];
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}
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// Check if the health points is below the limit.
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if (health < ClientHealthRegenMax[client])
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if (health <= ClientHealthRegenMax[client])
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{
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// Increase health.
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SetEntityHealth(client, health);
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