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Increase fall distance for which critical can trigger.
Now players are forced to create moving events with CraftBukit, in order to get above the trigger-distance, thus moving checks can complement this (in theory). This could lead to more false positives.
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@ -79,6 +79,7 @@ public class Critical extends Check {
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final MovingConfig ccM = MovingConfig.getConfig(player);
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if (MovingListener.shouldCheckSurvivalFly(player, dataM, ccM)){
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final double deltaFallDistance = (cc.criticalFallDistance - player.getFallDistance()) / cc.criticalFallDistance;
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// TODO: Cleanup: velocity is more like the gravity constant.
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final double deltaVelocity = (cc.criticalVelocity - Math.abs(player.getVelocity().getY())) / cc.criticalVelocity;
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double delta = deltaFallDistance > 0D ? deltaFallDistance : 0D + deltaVelocity > 0D ? deltaVelocity : 0D;
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@ -318,7 +318,7 @@ public class DefaultConfig extends ConfigFile {
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set(ConfPaths.FIGHT_ANGLE_ACTIONS, "cancel vl>100 log:angle:3:5:f cancel vl>250 log:angle:0:5:cif cancel");
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set(ConfPaths.FIGHT_CRITICAL_CHECK, true);
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set(ConfPaths.FIGHT_CRITICAL_FALLDISTANCE, 0.01D);
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set(ConfPaths.FIGHT_CRITICAL_FALLDISTANCE, 0.06251D);
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set(ConfPaths.FIGHT_CRITICAL_VELOCITY, 0.1D);
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set(ConfPaths.FIGHT_CRITICAL_ACTIONS, "cancel vl>50 log:critical:0:5:cif cancel");
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