moitordamage()
{
	self SetCanDamage(true);
	self.maxhealth = 100;
	self.health = self.maxhealth;
	while(1)
	{
		self waittill("damage", iDamage, attacker, vDir, vPoint, sMeansOfDeath, modelName, tagName, partName, iDFlags);
		if(!isPlayer(attacker))
		{
			self.health += iDamage;
			continue;
		}
		if(!maps\mp\gametypes\_weapons::friendlyFireCheck(self.owner, attacker))
		{
			self.health += iDamage;
			continue;
		}
		if(self.health <= 0)
			break;
	}
	self playSound("grenade_explode_default");
	self delete();
}
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