rem: pool = this.player.resource; 
add: pool = this.player.resources; 
context: function performHeal( evt ){	if ( evt.target.player != this.player )	{		console.write( "You have a traitor!" );		return;	}	// Cycle through all resources.	pool = this.player.resource;	for( resource in pool )	{		switch( resource.toString() )		{			case "Population" || "Housing":			break;			default:				// Make sure we have enough resources.				if ( pool[resource] - evt.target.actions.heal.cost * evt.target.traits.creation.cost[resource] < 0 )				{					console.write( "Not enough " + resource.toString() + " for healing." );					return;				}			break;		}	}	evt.target.traits.health.curr += this.actions.heal.speed;	console.write( this.traits.id.specific + " has performed a miracle!" );		if (evt.target.traits.health.curr >= evt.target.traits.health.max)	{				evt.target.traits.health.curr = evt.target.traits.health.max;	}	// Cycle through all resources.	pool = this.player.resource;	for( resource in pool )	{		switch( resource.toString() )		{			case "Population":			case "Housing":				break;			default:				// Deduct resources to pay for healing.				getGUIGlobal().deductResources(toTitleCase (resource.toString()), parseInt(evt.target.actions.heal.cost * evt.target.traits.creation.cost[resource]));				break;		}	}}
meta: 1070	/local1/tlutelli/issta_data/temp/all_js/javascript/2006_temp/2006/1070/7dd219756b44102fbab2e7cc9ffbd5a04a4422b3/entity_functions.js/buggy/binaries/data/mods/official/scripts/entity_functions.js