package squeek.quakemovement;

import api.player.server.ServerPlayerAPI;
import api.player.server.ServerPlayerBase;

public class QuakeServerPlayer extends ServerPlayerBase
{

	private boolean wasVelocityChangedBeforeFall = false;

	public QuakeServerPlayer(ServerPlayerAPI playerapi)
	{
		super(playerapi);
	}

	@Override
	public void fall(float fallDistance, float damageMultiplier)
	{
		wasVelocityChangedBeforeFall = this.playerAPI.getVelocityChangedField() || this.player.velocityChanged;

		if (ModConfig.INCREASED_FALL_DISTANCE != 0.0D)
		{
			fallDistance -= ModConfig.INCREASED_FALL_DISTANCE;
		}
		super.fall(fallDistance, fallDistance);

		this.playerAPI.setVelocityChangedField(wasVelocityChangedBeforeFall);
		this.player.velocityChanged = wasVelocityChangedBeforeFall;
	}
}

package squeek.quakemovement;

import api.player.server.ServerPlayerAPI;
import api.player.server.ServerPlayerBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.entity.living.LivingFallEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

public class QuakeServerPlayer extends ServerPlayerBase
{

	private boolean wasVelocityChangedBeforeFall = false;

	public QuakeServerPlayer(ServerPlayerAPI playerapi)
	{
		super(playerapi);

		MinecraftForge.EVENT_BUS.register(this);
	}

	@SubscribeEvent
	public void onLivingFall(LivingFallEvent event)
	{
		if (!(event.entity instanceof EntityPlayer))
			return;

		if (ModConfig.INCREASED_FALL_DISTANCE != 0.0D)
		{
			event.distance = (float) (event.distance - ModConfig.INCREASED_FALL_DISTANCE);
		}
	}

	@Override
	public void beforeFall(float fallDistance, float damageMultiplier)
	{
		wasVelocityChangedBeforeFall = this.playerAPI.getVelocityChangedField() || this.player.velocityChanged;
	}

	@Override
	public void afterFall(float fallDistance, float damageMultiplier)
	{
		this.playerAPI.setVelocityChangedField(wasVelocityChangedBeforeFall);
		this.player.velocityChanged = wasVelocityChangedBeforeFall;
	}
}

Fix fall damage being applied wrong