/***
* @function Spring.SetUnitHealth
*
* Note, if your game's custom shading framework doesn't support reverting into nanoframes
* then reverting into nanoframes via the "build" tag will fail to render properly.
*
* @param unitID integer
* @param health number|SetUnitHealthAmounts If a number, sets the units health
* to that value. Pass a table to update health, capture progress, paralyze
* damage, and build progress.
* @return nil
*
* @see SetUnitHealthAmounts
*/
int LuaSyncedCtrl::SetUnitHealth(lua_State* L)
---[<a href="https://github.com/beyond-all-reason/spring/blob/0e02c56c8dc282deed3d4706bb6d392ba437e0d6/rts/Lua/LuaSyncedCtrl.cpp#L2086-L2099" target="_blank">source</a>]
---
---Note, if your game's custom shading framework doesn't support reverting into nanoframes
---then reverting into nanoframes via the "build" tag will fail to render properly.
---
---@param unitID integer
---@param health number|SetUnitHealthAmounts If a number, sets the units health
---to that value. Pass a table to update health, capture progress, paralyze
---damage, and build progress.
---@return nil
---@see SetUnitHealthAmounts
function Spring.SetUnitHealth(unitID, health) end
Because the @function renderer runs after the source link is added.
Because the
@functionrenderer runs after the source link is added.