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- on damage:
- if attacker is a player:
- if victim is a player:
- attacker's gamemode is not creative
- set {_distance} to distance between attacker and victim
- if {_distance} > 5:
- set {_ping} to attacker's ping
- if damage cause is not a projectile:
- loop all players:
- loop-player is op:
- send "&6[AntiReach] &c%attacker% &9seems to have a &c(%{_distance}%) &6Ping: %{_ping}%" to loop-player
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