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Oct 18th, 2017
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  1. on damage:
  2. if attacker is a player:
  3. if victim is a player:
  4. attacker's gamemode is not creative
  5. set {_distance} to distance between attacker and victim
  6. if {_distance} > 5:
  7. set {_ping} to attacker's ping
  8. if damage cause is not a projectile:
  9. loop all players:
  10. loop-player is op:
  11. send "&6[AntiReach] &c%attacker% &9seems to have a &c(%{_distance}%) &6Ping: %{_ping}%" to loop-player
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