ignore z-axis for anti-longknife, lagcompensation is really needed here.
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@ -295,6 +295,10 @@ public Action:DamageOnTakeDamage(client, &attacker, &inflictor, &Float:damage, &
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GetClientAbsOrigin(client, clientPosition);
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GetClientAbsOrigin(client, clientPosition);
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GetClientAbsOrigin(attacker, attackerPosition);
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GetClientAbsOrigin(attacker, attackerPosition);
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// ignore z axis
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clientPosition[2] = 0.0;
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attackerPosition[2] = 0.0;
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new Float:distance = GetVectorDistance(clientPosition, attackerPosition);
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new Float:distance = GetVectorDistance(clientPosition, attackerPosition);
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// Block infection if distance is higher than allowed.
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// Block infection if distance is higher than allowed.
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