StartTag()
{
foreach(player in level.players)
{
player TakeAllWeapons();
player giveWeapon("knife_held_mp");
player switchToWeapon("knife_held_mp");
player.maxhealth = 1000000;
player.health = player.maxhealth;
player thread Hit(player);
}
}
Hit(player)
{
player.Friendly = GetAssignedTeam(self);
player.Enemy = GetAssignedTeam(player);
for(;
{
if (player.health < player.maxhealth && player.Friendly != player.Enemy)
{
healthRegen = (self.maxhealth - self.health);
player.health += healthRegen;
player FreezeControls(true);
}
else if (player.health < player.maxhealth && player.Friendly == player.Enemy)
{
healthRegen = (self.maxhealth - self.health);
player.health += healthRegen;
player FreezeControls(false);
}
wait 0.2;
}
}

StartTag()
{
foreach(player in level.players)
{
player TakeAllWeapons();
player giveWeapon("knife_held_mp");
player switchToWeapon("knife_held_mp");
player.maxhealth = 1000000;
player.health = player.maxhealth;
player thread Hit(player);
}
}
Hit(player)
{
player.Friendly = GetAssignedTeam(self);
player.Enemy = GetAssignedTeam(player);
for(;
{
if (player.health < player.maxhealth && player.Friendly != player.Enemy)
{
healthRegen = (self.maxhealth - self.health);
player.health += healthRegen;
player FreezeControls(true);
}
else if (player.health < player.maxhealth && player.Friendly == player.Enemy)
{
healthRegen = (self.maxhealth - self.health);
player.health += healthRegen;
player FreezeControls(false);
}
wait 0.2;
}
}

Hit(player)
{
for(;
{
if (player.health < player.maxhealth) {
healthRegen = (self.maxhealth - self.health);
player.health += healthRegen;
player FreezeControls(player.pers["team"] != self.pers["team"]);
wait 0.2;
}
}
}
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