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Fix snapping for ninja
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@ -198,7 +198,7 @@ void CCharacter::HandleNinja()
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GameServer()->CreateDamageInd(m_Pos, 0, NinjaTime / Server()->TickSpeed(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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GameServer()->CreateDamageInd(m_Pos, 0, NinjaTime / Server()->TickSpeed(), Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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}
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}
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m_Armor = 10 - (NinjaTime / 15);
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m_Armor = clamp(10 - (NinjaTime / 15), 0, 10);
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// force ninja Weapon
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// force ninja Weapon
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SetWeapon(WEAPON_NINJA);
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SetWeapon(WEAPON_NINJA);
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@ -1179,6 +1179,12 @@ void CCharacter::SnapCharacter(int SnappingClient)
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pCharacter->m_Direction = m_Input.m_Direction;
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pCharacter->m_Direction = m_Input.m_Direction;
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pCharacter->m_Weapon = Weapon;
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pCharacter->m_Weapon = Weapon;
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pCharacter->m_AmmoCount = AmmoCount;
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pCharacter->m_AmmoCount = AmmoCount;
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if (m_FreezeTime > 0 || m_FreezeTime == -1 || m_DeepFreeze)
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pCharacter->m_AmmoCount = m_FreezeTick + g_Config.m_SvFreezeDelay * Server()->TickSpeed();
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else if(Weapon == WEAPON_NINJA)
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pCharacter->m_AmmoCount = m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000;
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pCharacter->m_Health = Health;
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pCharacter->m_Health = Health;
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pCharacter->m_Armor = Armor;
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pCharacter->m_Armor = Armor;
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pCharacter->m_TriggeredEvents = 0;
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pCharacter->m_TriggeredEvents = 0;
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