Minor Engrish corrections in jobs and added dynamic fall damage configuration

### Referencing 8057557
#### Grammar and Spelling fixes
I didn't like how a lot of the grammar seemed incorrect n stuff.

### Referencing 8b79ba2
#### Added config entry for dynamic fall damage.
So we aren't supposed to edit the core files? Okies. Well to those of you who want more choice with fall damage (IE falling from a 4 floor building should do more that 50 damage), now you have it. 

For dynamic fall damage, you have a config entry called GM.Config.falldamagedamper. Reduce it for more damage, increase it for less. Given it divides fall speed by this number, lower numbers change shit more, but if you set it to 0 you will destroy the universe. So don't do it.

For static fall damage, you have a config entry called GM.Config.falldamageamount. Set it to the amount of fall damage you want. Don't be an idiot and set it to a negative amount. I haven't stopped negative numbers from returning in the function, but if you want people to heal or something when they fall, that's not my problem. You can also completely disable fall damage with this.

To enable dynamic fall damage (enabled by default), change GM.Config.dynamicfalldamage to true. Or false if you want static damage, like before.

OR if you like mp_falldamage, mp_falldamage will override GM.Config.dynamicfalldamage... because redundancy.

YOU WILL NEED TO RECONFIGURE CONFIG.LUA AFTER THIS.