Make sure fall damage stuff is processed on the server only, and reactivate the config option by default
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@@ -170,7 +170,7 @@ public final class Settings {
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public boolean legacyWandLevelling = false;
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/** <b>[Server-only]</b> Whether to replace Minecraft's distance-based fall damage calculation with an equivalent,
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* velocity-based one. */
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public boolean replaceVanillaFallDamage = false;
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public boolean replaceVanillaFallDamage = true;
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/** <b>[Server-only]</b> Whether using bonemeal on grass blocks has a chance to grow crystal flowers. */
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public boolean bonemealGrowsCrystalFlowers = true;
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/**
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@@ -420,7 +420,7 @@ public final class WizardryEventHandler {
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@SubscribeEvent // Priority doesn't matter here, we're only setting event fields so if it's cancelled it won't matter
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public static void onLivingFallEvent(LivingFallEvent event){
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// Why is fall damage based on distance fallen? Why? Who on earth came up with that? It makes no sense whatsoever!
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if(Wizardry.settings.replaceVanillaFallDamage && !Loader.isModLoaded("speedbasedfalldamage")){
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if(!event.getEntity().world.isRemote && Wizardry.settings.replaceVanillaFallDamage && !Loader.isModLoaded("speedbasedfalldamage")){
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// We want to keep the fall damage EXACTLY THE SAME for free, uninterrupted falls, but fix the weirdness
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// caused when something else changes the entity's velocity
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// All living entities have a gravity of 0.08b/t^2
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