Make sure fall damage stuff is processed on the server only, and reactivate the config option by default
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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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