regeneration2()
set background = 1
if(!initialized)
sleep(100)
spawn() regeneration2()
return
if(immortality)
immortality-=0.1
if(immortality<0)
immortality=0
if(!client)
sleep(50)
if(!EN[13])
sleep(300)
spawn()regeneration2()
return
if(!pk || !client)
sleep(10)
stunned-=1
kstun-=1
move_stun -= 10
cc-=10
attackbreak-=40
//Jon Added
paper_bomb_explode -= 1
else
if(kstun)
kstun-=0.10
if(stunned)
stunned-=0.10
//Jon Added
if(paper_bomb_explode)
paper_bomb_explode -= 0.1
if(cc)
cc--
if(attackbreak)
attackbreak-=2
if(move_stun)
--src.move_stun
if(stunned<0)
src.stunned=0
if(kstun<0)
src.kstun=0
if(move_stun<0)
src.move_stun=0
if(cc<0)
cc=0
if(attackbreak<0)
attackbreak=0
//Jon Added
if(paper_bomb_explode < 0)
paper_bomb_explode = 0
sleep(1)
spawn()regeneration2()
THat proc for some reason is taking hella cpu usage when i check it with .profile using dreamdaemon
I cannot imagine regeneration2() needing to be infinitely looped. Try seeking an alternative method. Perhaps, only regenerate a player when damage has occurred. But with any route you take, this procedure needs to be vastly changed.