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// apply the damage
if (ent.takedamage || ent.classname == "case")
if(ent.classname == "player") {
if(self.crouch)
f = 49 - ((hitloc_z - ent.origin_z) + 24);
else
f = 69 - ((hitloc_z - ent.origin_z) + 24);
if(f <= cvar("g_balance_nex_headshot_tresh")) {
deathtype = DEATH_HEADSHOT;
armor_blockpercent = armor_blockpercent * 0.5;
Damage (ent, self, self, bdamage * cvar("g_balance_nex_headshot_multiplier"), deathtype, hitloc, force,armor_blockpercent);
} else {
if(f >= cvar("g_balance_nex_leg_tresh")) {
Damage (ent, self, self, bdamage * cvar("g_balance_nex_leg_mutiplier"), deathtype, hitloc , force ,armor_blockpercent);
} else {
Damage (ent, self, self, bdamage * cvar("g_balance_nex_torso_mutiplier"), deathtype, hitloc , force ,armor_blockpercent);
}
}
} else
...
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