[...] if( ShouldDoLargeFlinch( m_LastHitGroup, iAttackerWeaponId ) ) { if( pev->velocity.Length() < 300 ) { pev->velocity = pev->velocity + ( pev->origin - pAttacker->pev->origin ).Normalize() * 170; m_flPainShock = 0.65; } iAnim = PLAYER_LARGE_FLINCH; } else { m_flPainShock = 0.50; m_fKilledByHeadshot = FALSE; if( m_LastHitGroup == HITGROUP_HEAD && flDamage > 60 ) { m_fKilledByHeadshot = TRUE; } else if( flDamage <= 20 ) { m_fKilledByHeadshot = FALSE; } iAnim = PLAYER_SMALL_FLINCH; } SetAnimation( iAnim ); } [...]