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NoFall.cs
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using BrokeProtocol.Entities;
using BrokeProtocolClient.settings;
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace BrokeProtocolClient.modules.movement
{
class NoFall : Module
{
public NumberSetting range = new NumberSetting("Range", 1, 10, 2, 1);
public NoFall() : base(Categories.Movement, "No fall damage", "Tries to negate fall damage")
{
addSetting(range);
}
public override void onActivate()
{
}
public override void onDeactivate()
{
}
public override void onRender()
{
}
public override void onUpdate()
{
if (!getClient().ClManager.myPlayer) return;
if (getClient().ClManager.myPlayer.ground) return;
if (getClient().ClManager.myPlayer.isUnderwater) return;
RaycastHit raycastHit;
if (Physics.Raycast(getClient().ClManager.myPlayer.GetPosition + Vector3.up * 0.5f, Vector3.down, out raycastHit, range.getValueFloat(), 9217))
{
}
}
}
}