change KnockbackOnClientHurt to KnockbackOnTakeDamageAlivePost
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@ -285,7 +285,8 @@ InfectOnClientSpawn(client)
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CS_RespawnPlayer(client);
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}
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InfectUnglitchKevlar(client);
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// Unglitch kevlar, set last hitgroup to HITGROUP_GENERIC
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ToolsSetClientLastHitGroup(client, HITGROUP_GENERIC);
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// Forward event to modules.
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ZSpawnOnClientSpawn(client);
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@ -899,7 +900,8 @@ InfectZombieToHuman(client, bool:respawn = false, bool:protect = false)
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SpawnProtectStart(client);
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}
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InfectUnglitchKevlar(client);
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// Unglitch kevlar, set last hitgroup to HITGROUP_GENERIC
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ToolsSetClientLastHitGroup(client, HITGROUP_GENERIC);
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// Forward event to modules.
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SEffectsOnClientHuman(client);
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@ -1536,14 +1538,3 @@ InfectMode:InfectGetModeOrFail()
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return mode;
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}
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InfectUnglitchKevlar(client)
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{
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// Unglitch kevlar. (Reset hitbox to HITBOX_GENERIC)
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// Example: You get hit in the head by a bullet as a zombie
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// the round ends, you spawn as a human.
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// You get damaged by a trigger, the game still thinks you
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// are getting damaged in the head hitgroup, >mfw source engine.
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// Thanks to leaked 2007 Source Engine Code.
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SetEntData(client, 4444, 0, 4);
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}
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