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Fix pain emote immunity with jetpack
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@ -165,7 +165,7 @@ void CCharacter::HandleJetpack()
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Strength = GameServer()->Tuning()->m_JetpackStrength;
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Strength = GameServer()->Tuning()->m_JetpackStrength;
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else
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else
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Strength = GameServer()->TuningList()[m_TuneZone].m_JetpackStrength;
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Strength = GameServer()->TuningList()[m_TuneZone].m_JetpackStrength;
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TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
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TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), 0, m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
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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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@ -990,7 +990,7 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
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else
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else
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);*/
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);*/
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if (!m_Jetpack || m_Core.m_ActiveWeapon != WEAPON_GUN)
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if (Dmg)
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{
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{
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m_EmoteType = EMOTE_PAIN;
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m_EmoteType = EMOTE_PAIN;
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m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;
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m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;
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