public void AddHealth(Specific_LifeEffect effect, Game game)
 {
     if (this.Health + effect.AmountToGain < this.MaxHealth)
     {
         this.Health = this.Health + effect.AmountToGain;
     }
     else
     {
         this.Health = this.MaxHealth;
     }
     // the game will check for death later
 }
 public void AddHealth(Specific_LifeEffect effect, Game game)
 {
     if (effect.AmountToGain < 0)
     {
         GameTrigger_Factory.TriggerAll <Specific_LifeEffect>(this.beforeReceivingDamage_Triggers, effect, this.ControllerID, game);
     }
     this.Health += effect.AmountToGain;
     // check for death
     if (this.Health <= 0)
     {
         this.Destroy(effect, game);
     }
     this.Health = Math.Min(this.Health, this.originalHealth);
 }