Lets just use client everywhere.
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@ -282,14 +282,12 @@ public Action OnTakeDamage(int victim, int &attacker, int &inflictor, float &dam
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if(g_LastAttacker == attacker && g_LastVictim == client)
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if(g_LastAttacker == attacker && g_LastVictim == client)
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return Plugin_Handled;
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return Plugin_Handled;
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victim = client;
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g_LastAttacker = attacker;
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g_LastAttacker = attacker;
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g_LastVictim = victim;
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g_LastVictim = client;
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int flags = ZR_KNOCKBACK_CUSTOM | ZR_KNOCKBACK_SCALE | ZR_KNOCKBACK_LIMITFORCE | ZR_KNOCKBACK_LIMITVEL;
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int flags = ZR_KNOCKBACK_CUSTOM | ZR_KNOCKBACK_SCALE | ZR_KNOCKBACK_LIMITFORCE | ZR_KNOCKBACK_LIMITVEL;
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if(g_bFullKnife[victim])
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if(g_bFullKnife[client])
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{
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{
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char sWeaponClassname[64];
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char sWeaponClassname[64];
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if(inflictor == attacker)
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if(inflictor == attacker)
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@ -316,7 +314,7 @@ public Action OnTakeDamage(int victim, int &attacker, int &inflictor, float &dam
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// Don't damage kevlar.
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// Don't damage kevlar.
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damagetype |= DMG_RADIATION;
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damagetype |= DMG_RADIATION;
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SDKHooks_TakeDamage(victim, inflictor, attacker, damage, damagetype, weapon, damageForce, damagePosition, flags);
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SDKHooks_TakeDamage(client, inflictor, attacker, damage, damagetype, weapon, damageForce, damagePosition, flags);
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if(g_bNoSlowdown[client])
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if(g_bNoSlowdown[client])
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SetEntDataFloat(client, g_hVelocityModifier, flVelocityModifier, true);
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SetEntDataFloat(client, g_hVelocityModifier, flVelocityModifier, true);
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