Fix block dump not respecting the checks.debug and blockbreak.debug
flags.
[BLEEDING] Squash a couple of spiders.

Reworking parts of the on-ground judgment to exclude blocks the player
is inside of rather than standing on them.
Commend on potential issue with join.
Fix walking on a block below COCOA.
Player must be above getBlockHeight.
Don't count blocks as  ground the players  foot is in.
Higher or same height...
Tweak isOnGround for faster exclusion.
Revert too fast return, add other, comments, indentation.
Sharpen maximum jump distance.
More on-ground: Faster return + fixing some workarounds.

Question remains if this opens bypasses. At first glance it seems good.
Add comments.
Add JoinLeaveListener component.
Remove angle data on players leaving.
[BLEEDING, INSTABLE] Switch horizontal velocity to a new method.

This method remembers (currently) each velocity added and only uses it
when it is needed not to generate a violation. Further (currently
simple) activation and invalidation logics are applied. With this method
latency will be much less of a problem, though stacking of queued
entries (especially for rocket-boots style flying) and more
merging of entries and more invalidation logics are required, thus
bleeding+instable.

On the long term this should make cheating much more difficult, possible
steps are:
1. Use method for vertical velocity too (only positive)
2. Distinguish positive and negative vertical velocity (opens a way to
control the speed downwards in any medium!).
3. Per-axis velocity (either absolute or pos/neg with more invalidation
logic on direction changes).
Implement JoinLeaveListener with MovingListener and ChatListener.
Fix standing on cactus.
Add convenience methods for combinedDirectionCheck.
Add "strict" method to fight.direction.

Set as default, the "strict" option will also check the angle between
the viewing direction and the direction towards the target. This might
not stay the default method, but it does help against auras in close
combat.
Allow fight.speed to create improbable violations for higher violation
levels.

Might need configuration/testing.