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@@ -26,6 +26,7 @@ impl AttackType {
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let sprinting = entity.sprinting.load(std::sync::atomic::Ordering::Relaxed);
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let on_ground = entity.on_ground.load(std::sync::atomic::Ordering::Relaxed);
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let fall_distance = player.living_entity.fall_distance.load();
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let sword = player
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.inventory()
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.lock()
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@@ -39,7 +40,7 @@ impl AttackType {
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}
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// TODO: even more checks
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if is_strong && !on_ground {
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if is_strong && !on_ground && fall_distance > 0.0 {
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// !sprinting omitted
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return Self::Critical;
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}
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