package squeek.quakemovement; import net.minecraft.entity.player.EntityPlayer; public class QuakeServerPlayer { // we can get away with a single static variable here instead of a map // because we only care about the state before it has any possibility of changing private static boolean wasVelocityChangedBeforeFall = false; public static void beforeFall(EntityPlayer player, float fallDistance, float damageMultiplier) { if (player.world.isRemote) return; wasVelocityChangedBeforeFall = player.velocityChanged; } public static void afterFall(EntityPlayer player, float fallDistance, float damageMultiplier) { if (player.world.isRemote) return; player.velocityChanged = wasVelocityChangedBeforeFall; } }