Well, I want that when a player attacks an enemy and hit him, it will also damage the nearest player to the enemy (if the nearest player is an enemy as well). So I wanted to make sure it will hit the original target for 100%, along with the nearest enemy to the victim.
Or maybe I can simply get the damage of the attack from Ham_TakeDamage and use: set_user_health(ent, get_user_health(ent) - damage)?
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