private DamageList receiveHit(On.Character.orig_ReceiveHit orig, Character self, Weapon _weapon, DamageList _damage, Vector3 _hitDir, Vector3 _hitPoint, float _angle, float _angleDir, Character _dealerChar, float _knockBack, bool _hitInventory)
        {
            DamageList changedDamages = null;

            if (!self.TargetingSystem.Locked)
            {
                if (self.IsAI || (!self.IsAI && effectPlayer))
                {
                    changedDamages = _damage.Clone();
                    for (int i = 0; i < changedDamages.Count; ++i)
                    {
                        changedDamages[i].Damage *= sneakMult;
                    }
                }
            }
            return(orig(self, _weapon, changedDamages ?? _damage, _hitDir, _hitPoint, _angle, _angleDir, _dealerChar, _knockBack, _hitInventory));
        }