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[BLEEDING] Split off untracked moves. Elaborate on slime blocks.
MISSING: * Micro move onto ground, fall distance resets before sf check is run. Done: * Split PlayerMoveEvent processing to from -> loc + from -> to. Just if from isn't the same coordinates as player.getLocation. This reduces the complexity of workarounds. * You do take fall damage falling onto slime blocks while sneaking. * Queue bounce effect, only if the move is valid. Skip NoFall then. * Apply bounce effect once moving up, to allow overriding. * Cover more odd cases. Unrelated: * Use data.debug instead of cc.debug.
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