More stuff
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@ -322,8 +322,8 @@ CachedEntity* RetrieveBestTarget() {
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}
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}
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}
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}
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}
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}
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// If user settings allow target lock, save the ent for future use
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// Save the ent for future use with target lock
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if (target_lock) target_locked = target_highest_ent;
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target_locked = target_highest_ent;
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// When our for loop finishes, return our ent
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// When our for loop finishes, return our ent
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return target_highest_ent;
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return target_highest_ent;
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}
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}
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@ -608,14 +608,14 @@ int BestHitbox(CachedEntity* target) {
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}
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}
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}
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}
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}
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}
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// Bodyshot handling
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// Bodyshot handling
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if (g_pLocalPlayer->holding_sniper_rifle) {
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if (g_pLocalPlayer->holding_sniper_rifle) {
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// Keeper var
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float cdmg, bdmg;
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// Grab netvar for current charge damage
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// Grab netvar for current charge damage
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cdmg = CE_FLOAT(LOCAL_W, netvar.flChargedDamage);
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float cdmg = CE_FLOAT(LOCAL_W, netvar.flChargedDamage);
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// Set our baseline bodyshot damage
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// Set our baseline bodyshot damage
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bdmg = 50;
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float bdmg = 50;
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// Darwins damage correction
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// Darwins damage correction
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if (HasDarwins(target)) {
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if (HasDarwins(target)) {
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// Darwins protects against 15% of damage
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// Darwins protects against 15% of damage
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