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.gitignore

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.vs/
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obj/
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bin/
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*.dll
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*.pdb

FallDamageControl.sln

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Microsoft Visual Studio Solution File, Format Version 12.00
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FallDamageControl", "FallDamageControl\FallDamageControl.csproj", "{DFAFB6D0-C610-48EB-9004-0BDE41C7354C}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{DFAFB6D0-C610-48EB-9004-0BDE41C7354C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{DFAFB6D0-C610-48EB-9004-0BDE41C7354C}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{DFAFB6D0-C610-48EB-9004-0BDE41C7354C}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{DFAFB6D0-C610-48EB-9004-0BDE41C7354C}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal

FallDamageControl/Config.cs

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namespace FallDamageControl;
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using PlayerRoles;
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using System.Collections.Generic;
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using System.ComponentModel;
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public sealed class Config
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{
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/// <summary>
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/// Gets or sets a list of roles that are not hurt by falldamage
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/// </summary>
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[Description("Roles which won't get hurt by falldamage")]
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public List<RoleTypeId> IgnoredRoles { get; set; } = new()
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{
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{ RoleTypeId.None },
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};
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/// <summary>
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/// Gets or sets a global falldamage toggle
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/// </summary>
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[Description("Should falldamage be enabled?")]
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public bool DisableFallDamage { get; set; } = false;
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}

FallDamageControl/EventsHandler.cs

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using LabApi.Events.Arguments.PlayerEvents;
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using LabApi.Events.CustomHandlers;
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using PlayerStatsSystem;
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namespace FallDamageControl;
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public class MyCustomEventsHandler : CustomEventsHandler
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{
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private static Config _config => FallDamageControl.Instance.Config;
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public override void OnPlayerHurting(PlayerHurtingEventArgs ev)
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{
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// Bail out if player/damagehandler are null
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if (ev.Player == null || ev.DamageHandler == null)
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return;
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// Not environmental damage
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if (ev.DamageHandler is not UniversalDamageHandler dh)
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return;
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// Match the ID with the falldamage ID
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if (dh.TranslationId == DeathTranslations.Falldown.Id)
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{
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// Check if falldamage is globally disabled or do on a per role basis
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if (_config.DisableFallDamage || _config.IgnoredRoles.Contains(ev.Player.Role))
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{
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ev.IsAllowed = false;
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}
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{DFAFB6D0-C610-48EB-9004-0BDE41C7354C}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>FallDamageControl</RootNamespace>
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<AssemblyName>FallDamageControl</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<LangVersion>12</LangVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Assembly-CSharp" HintPath="$(SL_REFERENCES)\Assembly-CSharp.dll" />
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<Reference Include="LabApi" HintPath="$(SL_REFERENCES)\LabApi.dll" />
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Config.cs" />
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<Compile Include="EventsHandler.cs" />
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<Compile Include="Plugin.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>

FallDamageControl/Plugin.cs

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using LabApi.Events.CustomHandlers;
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using LabApi.Features;
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using LabApi.Loader;
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using LabApi.Loader.Features.Plugins;
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using System;
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namespace FallDamageControl;
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public class FallDamageControl : Plugin
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{
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public static FallDamageControl Instance { get; private set; } = null!;
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public override string Name { get; } = "FallDamageControl";
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public override string Description { get; } = "Controls falldamage on the server";
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public override string Author { get; } = "tyabus";
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public override Version Version { get; } = new Version(1, 0, 0);
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public override Version RequiredApiVersion { get; } = new Version(LabApiProperties.CompiledVersion);
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public MyCustomEventsHandler Events { get; } = new();
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public Config Config { get; private set; } = null;
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public override void LoadConfigs()
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{
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Config = this.TryLoadConfig("config.yml", out Config? config)
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? config
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: new Config();
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}
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public override void Enable()
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{
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Instance = this;
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CustomHandlersManager.RegisterEventsHandler(Events);
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}
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public override void Disable()
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{
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CustomHandlersManager.UnregisterEventsHandler(Events);
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Instance = null!;
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}
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}
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using System.Reflection;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("FallDamageControl")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("FallDamageControl")]
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[assembly: AssemblyCopyright("Copyright © 2026")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("DFAFB6D0-C610-48EB-9004-0BDE41C7354C")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]

LICENSE

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Creative Commons Legal Code
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REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
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README.md

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# FallDamageControl
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A simple LabApi plugin that grants server owners to disable falldamage globally or on per role basis

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