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)); }