Y need help ! is eazy

I need help to add the variable fall damage Enhanced fpswalker style
eazy is used please and photon multiplayer game

Here is http://wiki.unity3d.com/index.php?title=FPSWalkerEnhanced

Is .js

#pragma strict
#pragma implicit
#pragma downcast

// Does this script currently respond to input?
var canControl : boolean = true;

var useFixedUpdate : boolean = true;

//Check when run, walk or when can run or not
@HideInInspector
public var Running : boolean;
@HideInInspector
public var Walking : boolean;
@HideInInspector
public var canRun : boolean;

//Ladder variables
private var mainCamera : GameObject = null;
@HideInInspector
public var onLadder = false;
private var ladderHopSpeed = 6.0;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;

@HideInInspector
var inputRun : boolean = false;

@HideInInspector
var inputCrouch : boolean = false;

@HideInInspector
var inputProne : boolean = false;

class  FPScontrollerMovement {
	// The maximum horizontal speed when moving
	@HideInInspector
	var maxForwardSpeed : float = 10.0;
	@HideInInspector
	var maxSidewaysSpeed : float = 10.0;
	@HideInInspector
	var maxBackwardsSpeed : float = 10.0;

	//Run and walk variables
	var WalkSpeed : float = 6.0;
	var RunSpeed : float = 9.0;
	//Crouch
	var canCrouch : boolean = true;
	var CrouchSpeed : float = 3.0;
	var crouchHeight : float = 1.5;
	var crouchSmooth : float = 8;
	//prone
	var canProne : boolean = true;
	var ProneSpeed : float = 1.5;
	var proneHeight : float = 0.7;

	// Curve for multiplying speed based on slope (negative = downwards)
	var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
	
	// How fast does the character change speeds?  Higher is faster.
	var maxGroundAcceleration : float = 30.0;
	var maxAirAcceleration : float = 20.0;

	// The gravity for the character
	var gravity : float = 10.0;
	var maxFallSpeed : float = 20.0;
	
	@HideInInspector
	var enableGravity : boolean = true;
	
	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
	// Very handy for organization!

	// The last collision flags returned from controller.Move
	@System.NonSerialized
	var collisionFlags : CollisionFlags; 

	// We will keep track of the character's current velocity,
	@System.NonSerialized
	var velocity : Vector3;
	
	// This keeps track of our current velocity while we're not grounded
	@System.NonSerialized
	var frameVelocity : Vector3 = Vector3.zero;
	
	@System.NonSerialized
	var hitPoint : Vector3 = Vector3.zero;
	
	@System.NonSerialized
	var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}

var movement : FPScontrollerMovement = FPScontrollerMovement();

//Crouching vars
@HideInInspector
public var crouch : boolean;
private var standartHeight : float;
private var lookObj : GameObject;
private var centerY : float;
private var canStand : boolean;
private var canStandCrouch : boolean = true;

//Prone vars
@HideInInspector
public var prone : boolean;

enum FPSMovementTransferOnJump {
	None, // The jump is not affected by velocity of floor at all.
	InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
	PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
	PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}

// We will contain all the jumping related variables in one helper class for clarity.
class FPScontrollerJumping {
	// Can the character jump?
	var enabled : boolean = true;

	// How high do we jump when pressing jump and letting go immediately
	var baseHeight : float = 1.0;
	
	// We add extraHeight units (meters) on top when holding the button down longer while jumping
	var extraHeight : float = 4.1;
	
	// How much does the character jump out perpendicular to the surface on walkable surfaces?
	// 0 means a fully vertical jump and 1 means fully perpendicular.
	var perpAmount : float = 0.0;
	
	// How much does the character jump out perpendicular to the surface on too steep surfaces?
	// 0 means a fully vertical jump and 1 means fully perpendicular.
	var steepPerpAmount : float = 0.5;
	
	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
	// Very handy for organization!

	// Are we jumping? (Initiated with jump button and not grounded yet)
	// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
	@System.NonSerialized
	var jumping : boolean = false;
	
	@System.NonSerialized
	var holdingJumpButton : boolean = false;

	// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
	@System.NonSerialized
	var lastStartTime : float = 0.0;
	
	@System.NonSerialized
	var lastButtonDownTime : float = -100;
	
	@System.NonSerialized
	var jumpDir : Vector3 = Vector3.up;
}

var jumping : FPScontrollerJumping = FPScontrollerJumping();

class FPScontrollerMovingPlatform {
	var enabled : boolean = true;
	
	var movementTransfer : FPSMovementTransferOnJump = FPSMovementTransferOnJump.PermaTransfer;
	
	@System.NonSerialized
	var hitPlatform : Transform;
	
	@System.NonSerialized
	var activePlatform : Transform;
	
	@System.NonSerialized
	var activeLocalPoint : Vector3;
	
	@System.NonSerialized
	var activeGlobalPoint : Vector3;
	
	@System.NonSerialized
	var activeLocalRotation : Quaternion;
	
	@System.NonSerialized
	var activeGlobalRotation : Quaternion;
	
	@System.NonSerialized
	var lastMatrix : Matrix4x4;
	
	@System.NonSerialized
	var platformVelocity : Vector3;
	
	@System.NonSerialized
	var newPlatform : boolean;
}

var movingPlatform : FPScontrollerMovingPlatform = FPScontrollerMovingPlatform();

class FPScontrollerSliding {
	// Does the character slide on too steep surfaces?
	var enabled : boolean = true;
	
	// How fast does the character slide on steep surfaces?
	var slidingSpeed : float = 15;
	
	// How much can the player control the sliding direction?
	// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
	var sidewaysControl : float = 1.0;
	
	// How much can the player influence the sliding speed?
	// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
	var speedControl : float = 0.4;
}

var sliding : FPScontrollerSliding = FPScontrollerSliding();

class FPScontrollerPushing {	
	//Push RigidBodies
	var canPush : boolean = true;
	var pushPower = 2.0;
}
var pushing : FPScontrollerPushing;

@System.NonSerialized
var grounded : boolean = true;

@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;

private var lastGroundNormal : Vector3 = Vector3.zero;

private var tr : Transform;

private var controller : CharacterController;

function Awake () {
	controller = GetComponent (CharacterController);
	standartHeight = controller.height;
	lookObj = GameObject.FindWithTag("LookObject");
	centerY = controller.center.y;
	tr = transform;
	mainCamera = GameObject.FindWithTag("MainCamera");
	canRun = true;
	canStand = true;
	setupBools();
}

function setupBools(){
	if(!movement.canProne){
		movement.canProne = true;
		yield WaitForSeconds(0.2);
		movement.canProne = false;
	}
}

private function UpdateFunction () {
	// We copy the actual velocity into a temporary variable that we can manipulate.
	var velocity : Vector3 = movement.velocity;
	
	// Update velocity based on input
	velocity = ApplyInputVelocityChange(velocity);
	
	// Apply gravity and jumping force
	if(movement.enableGravity){
		if((prone || crouch)  inputJump)
			return;
		velocity = ApplyGravityAndJumping (velocity);
	}
	// Moving platform support
	var moveDistance : Vector3 = Vector3.zero;
	if (MoveWithPlatform()) {
		var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
		moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
		if (moveDistance != Vector3.zero)
			controller.Move(moveDistance);
		
		// Support moving platform rotation as well:
        var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
        var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
        
        var yRotation = rotationDiff.eulerAngles.y;
        if (yRotation != 0) {
	        // Prevent rotation of the local up vector
	        tr.Rotate(0, yRotation, 0);
        }
	}
	
	// Save lastPosition for velocity calculation.
	var lastPosition : Vector3 = tr.position;
	
	// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
	var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
	
	// Find out how much we need to push towards the ground to avoid loosing grouning
	// when walking down a step or over a sharp change in slope.
	var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
	if (grounded)
		currentMovementOffset -= pushDownOffset * Vector3.up;
	
	// Reset variables that will be set by collision function
	movingPlatform.hitPlatform = null;
	groundNormal = Vector3.zero;
	
   	// Move our character!
	movement.collisionFlags = controller.Move (currentMovementOffset);
	
	movement.lastHitPoint = movement.hitPoint;
	lastGroundNormal = groundNormal;
	
	if (movingPlatform.enabled  movingPlatform.activePlatform != movingPlatform.hitPlatform) {
		if (movingPlatform.hitPlatform != null) {
			movingPlatform.activePlatform = movingPlatform.hitPlatform;
			movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
			movingPlatform.newPlatform = true;
		}
	}
	
	// Calculate the velocity based on the current and previous position.  
	// This means our velocity will only be the amount the character actually moved as a result of collisions.
	var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
	movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
	var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
	
	// The CharacterController can be moved in unwanted directions when colliding with things.
	// We want to prevent this from influencing the recorded velocity.
	if (oldHVelocity == Vector3.zero) {
		movement.velocity = new Vector3(0, movement.velocity.y, 0);
	}
	else {
		var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
		movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
	}
	
	if (movement.velocity.y < velocity.y - 0.001) {
		if (movement.velocity.y < 0) {
			// Something is forcing the CharacterController down faster than it should.
			// Ignore this
			movement.velocity.y = velocity.y;
		}
		else {
			// The upwards movement of the CharacterController has been blocked.
			// This is treated like a ceiling collision - stop further jumping here.
			jumping.holdingJumpButton = false;
		}
	}
	
	// We were grounded but just loosed grounding
	if (grounded  !IsGroundedTest()) {
		grounded = false;
		
		// Apply inertia from platform
		if (movingPlatform.enabled 
			(movingPlatform.movementTransfer == FPSMovementTransferOnJump.InitTransfer ||
			movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaTransfer)
		) {
			movement.frameVelocity = movingPlatform.platformVelocity;
			movement.velocity += movingPlatform.platformVelocity;
		}
		
		SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
		// We pushed the character down to ensure it would stay on the ground if there was any.
		// But there wasn't so now we cancel the downwards offset to make the fall smoother.
		tr.position += pushDownOffset * Vector3.up;
	}
	// We were not grounded but just landed on something
	else if (!grounded  IsGroundedTest()) {
		grounded = true;
		jumping.jumping = false;
		SubtractNewPlatformVelocity();
		
		SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
	}
	
	// Moving platforms support
	if (MoveWithPlatform()) {
		// Use the center of the lower half sphere of the capsule as reference point.
		// This works best when the character is standing on moving tilting platforms. 
		movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
		movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
		
		// Support moving platform rotation as well:
        movingPlatform.activeGlobalRotation = tr.rotation;
        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 
	}
}

function FixedUpdate () {
	if (movingPlatform.enabled) {
		if (movingPlatform.activePlatform != null) {
			if (!movingPlatform.newPlatform) {
				var lastVelocity : Vector3 = movingPlatform.platformVelocity;
				
				movingPlatform.platformVelocity = (
					movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
					- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
				) / Time.deltaTime;
			}
			movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
			movingPlatform.newPlatform = false;
		}
		else {
			movingPlatform.platformVelocity = Vector3.zero;	
		}
	}
	
	if (useFixedUpdate){
		UpdateFunction();
	} 
}

function Update () {
	if (!useFixedUpdate){
		UpdateFunction();
	}
	
	//Run input
	if(Input.GetAxis("Vertical") > 0.1  inputRun  canRun  !onLadder  Walking){
		if(canStand  canStandCrouch){
			OnRunning();
		}
	}else{
		OffRunning();
	}	
		
	//Check when walk or not
	if ((movement.velocity.x || movement.velocity.z) > 0.01 || (movement.velocity.x || movement.velocity.z) < -0.01) {
		Walking = true;
	}else{
		Walking = false;
	}
	
	if(!canControl)
		return;
	
	if(movement.canCrouch){
		if(!onLadder){	
			Crouch();
		}
	}
	
	if(movement.canProne){
		if(!onLadder){	
			Prone();
		}
	}
	
	if(onLadder){
		grounded = false;
		crouch = false;
		prone = false;
	}
	
	if(!crouch  !prone  controller.height < standartHeight-0.01){
		controller.height = Mathf.Lerp(controller.height, standartHeight, Time.deltaTime/movement.crouchSmooth);
		controller.center.y = Mathf.Lerp(controller.center.y, centerY, Time.deltaTime/movement.crouchSmooth);
		lookObj.transform.localPosition.y = Mathf.Lerp(lookObj.transform.localPosition.y, standartHeight, Time.deltaTime/movement.crouchSmooth);
	}
}

function Prone(){
	var up = transform.TransformDirection(Vector3.up);
   	var hit : RaycastHit;    
 	var charCtrl : CharacterController = GetComponent(CharacterController);
    var p1 : Vector3 = transform.position;
 	//Input control
	if(inputProne  !Running  !onLadder  (canStand || crouch)){
		crouch = false;
		prone = !prone;
		if(!prone){
			crouch = true;	
		}else{
			canStandCrouch = true;
		}
		if(canStandCrouch){
			crouch = false;
		}
	}
	
	if(inputJump  prone){
		if(canStand){
			prone = false;
			crouch = true;
			if(canStandCrouch){
				crouch = false;
			}else{
				crouch = true;
			}
		}
	}
	
 	if(prone || Running){
	   	if (!Physics.SphereCast (p1, charCtrl.radius, transform.up, hit, movement.crouchHeight*0.9)) {
			if(Running  prone){
				prone = false;
				if(!prone){
					crouch = true;	
				}
				if(canStandCrouch){
					crouch = false;
				}
			}
			if(prone){
				canStand = true;
			}
	   	}else{
	   		if(prone){
	   			canStand = false;
	   		}
	   	   //print("We hit something");
	   	}
   	}
   	
	if(prone  !crouch){
		if(controller.height > movement.proneHeight+0.01){
			controller.height = Mathf.Lerp(controller.height, movement.proneHeight, Time.deltaTime/movement.crouchSmooth);
			controller.center.y = Mathf.Lerp(controller.center.y, movement.proneHeight/2, Time.deltaTime/movement.crouchSmooth);
			lookObj.transform.localPosition.y = Mathf.Lerp(lookObj.transform.localPosition.y, movement.proneHeight, Time.deltaTime/movement.crouchSmooth);
			movement.maxForwardSpeed = movement.ProneSpeed;
			movement.maxSidewaysSpeed = movement.ProneSpeed;
			movement.maxBackwardsSpeed = movement.ProneSpeed;
		}
	}
}

function Crouch(){
	var up = transform.TransformDirection(Vector3.up);
   	var hit : RaycastHit;    
	var charCtrl : CharacterController = GetComponent(CharacterController);
    var p1 : Vector3 = transform.position;
	//Input control
	if(inputCrouch  ! Running  !onLadder  canStand){
		prone = false;
		crouch = !crouch;
	}

	//if(crouch){
	   	 if (!Physics.SphereCast (p1, charCtrl.radius, transform.up, hit, standartHeight)) {
			if(inputJump  crouch){
				crouch = false;
			}
			if(Running  crouch){
				crouch = false;
			}
			if(crouch){
				canStand = true;
			}
			canStandCrouch = true;
	   	}else{
	   		if(crouch){
	   			canStand = false;
	   		}
	   		canStandCrouch = false;
	   		//print("We hit something");
	   	}
	//}
   	
	if(crouch  !prone){
		if(controller.height < movement.crouchHeight+0.01  controller.height > movement.crouchHeight-0.01)
			return;
		controller.height = Mathf.Lerp(controller.height, movement.crouchHeight, Time.deltaTime/movement.crouchSmooth);
		controller.center.y = Mathf.Lerp(controller.center.y, movement.crouchHeight/2, Time.deltaTime/movement.crouchSmooth);
		lookObj.transform.localPosition.y = Mathf.Lerp(lookObj.transform.localPosition.y, movement.crouchHeight, Time.deltaTime/movement.crouchSmooth);
		movement.maxForwardSpeed = movement.CrouchSpeed;
		movement.maxSidewaysSpeed = movement.CrouchSpeed;
		movement.maxBackwardsSpeed = movement.CrouchSpeed;
	}
}

function OnRunning (){
	Running = true;
	movement.maxForwardSpeed = movement.RunSpeed;
	movement.maxSidewaysSpeed = movement.RunSpeed;
	//Make bigger extra height when player run to increase jump distance
	jumping.extraHeight = jumping.baseHeight + 0.15;
}

function OffRunning (){
	Running = false;
	if(crouch || prone)
		return;
	movement.maxForwardSpeed = movement.WalkSpeed;
	movement.maxSidewaysSpeed = movement.WalkSpeed;
	movement.maxBackwardsSpeed = movement.WalkSpeed/2;
	//Change extraheight value to default when player walk
	jumping.extraHeight = jumping.baseHeight;
}

//Ladder functions
function OnLadder () {
	onLadder = true;
	//moveDirection = Vector3.zero;
	inputMoveDirection = Vector3.zero;
	//Disable gravity when climb on ladder
	movement.enableGravity = false;
}

function OffLadder (ladderMovement) {
	onLadder = false;
	// perform off-ladder hop
	var hop : Vector3 = mainCamera.transform.forward;
	hop = transform.TransformDirection(hop);
	//Enable gravity when climb off ladder
	movement.enableGravity = true;
}

private function ApplyInputVelocityChange (velocity : Vector3) {	
	if (!canControl)
		inputMoveDirection = Vector3.zero;
	
	// Find desired velocity
	var desiredVelocity : Vector3;
	if (grounded  TooSteep()) {
		// The direction we're sliding in
		desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
		// Find the input movement direction projected onto the sliding direction
		var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
		// Add the sliding direction, the spped control, and the sideways control vectors
		desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
		// Multiply with the sliding speed
		desiredVelocity *= sliding.slidingSpeed;
	}
	else
		desiredVelocity = GetDesiredHorizontalVelocity();
	
	if (movingPlatform.enabled  movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaTransfer) {
		desiredVelocity += movement.frameVelocity;
		desiredVelocity.y = 0;
	}
	
	if (grounded)
		desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
	else
		velocity.y = 0;
	
	// Enforce max velocity change
	var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
	var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
	if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
		velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
	}
	// If we're in the air and don't have control, don't apply any velocity change at all.
	// If we're on the ground and don't have control we do apply it - it will correspond to friction.
	if (grounded || canControl)
		velocity += velocityChangeVector;
	
	if (grounded) {
		// When going uphill, the CharacterController will automatically move up by the needed amount.
		// Not moving it upwards manually prevent risk of lifting off from the ground.
		// When going downhill, DO move down manually, as gravity is not enough on steep hills.
		velocity.y = Mathf.Min(velocity.y, 0);
	}
	
	return velocity;
}

private function ApplyGravityAndJumping (velocity : Vector3) {
	
	if (!inputJump || !canControl) {
		jumping.holdingJumpButton = false;
		jumping.lastButtonDownTime = -100;
	}
	
	if (inputJump  jumping.lastButtonDownTime < 0  canControl)
		jumping.lastButtonDownTime = Time.time;
	
	if (grounded)
		velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
	else {
		velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
		
		// When jumping up we don't apply gravity for some time when the user is holding the jump button.
		// This gives more control over jump height by pressing the button longer.
		if (jumping.jumping  jumping.holdingJumpButton) {
			// Calculate the duration that the extra jump force should have effect.
			// If we're still less than that duration after the jumping time, apply the force.
			if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
				// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
				velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
			}
		}
		
		// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
		velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
	}
		
	if (grounded) {
		// Jump only if the jump button was pressed down in the last 0.2 seconds.
		// We use this check instead of checking if it's pressed down right now
		// because players will often try to jump in the exact moment when hitting the ground after a jump
		// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
		// it's confusing and it feels like the game is buggy.
		if (jumping.enabled  canControl  (Time.time - jumping.lastButtonDownTime < 0.2)) {
			grounded = false;
			jumping.jumping = true;
			jumping.lastStartTime = Time.time;
			jumping.lastButtonDownTime = -100;
			jumping.holdingJumpButton = true;
			
			// Calculate the jumping direction
			if (TooSteep())
				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
			else
				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
			
			// Apply the jumping force to the velocity. Cancel any vertical velocity first.
			velocity.y = 0;
			velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
			
			// Apply inertia from platform
			if (movingPlatform.enabled 
				(movingPlatform.movementTransfer == FPSMovementTransferOnJump.InitTransfer ||
				movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaTransfer)
			) {
				movement.frameVelocity = movingPlatform.platformVelocity;
				velocity += movingPlatform.platformVelocity;
			}
			
			SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
		}
		else {
			jumping.holdingJumpButton = false;
		}
	}
	
	return velocity;
}

function OnControllerColliderHit (hit : ControllerColliderHit) {
	if (hit.normal.y > 0  hit.normal.y > groundNormal.y  hit.moveDirection.y < 0) {
		if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
			groundNormal = hit.normal;
		else
			groundNormal = lastGroundNormal;
		
		movingPlatform.hitPlatform = hit.collider.transform;
		movement.hitPoint = hit.point;
		movement.frameVelocity = Vector3.zero;
	}
	
	//Did we push something?
	if(pushing.canPush){
		var body : Rigidbody = hit.collider.attachedRigidbody;
		// no rigidbody
		if (body == null || body.isKinematic)
			return;

		// We dont want to push objects below us
		if (hit.moveDirection.y < -0.3) 
			return;

		// Calculate push direction from move direction, 
		// we only push objects to the sides never up and down
		var pushDir : Vector3 = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
	
		// If you know how fast your character is trying to move,
		// then you can also multiply the push velocity by that.
		
		// Apply the push
		body.velocity = pushDir * pushing.pushPower;
	}
}

private function SubtractNewPlatformVelocity () {
	// When landing, subtract the velocity of the new ground from the character's velocity
	// since movement in ground is relative to the movement of the ground.
	if (movingPlatform.enabled 
		(movingPlatform.movementTransfer == FPSMovementTransferOnJump.InitTransfer ||
		movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaTransfer)
	) {
		// If we landed on a new platform, we have to wait for two FixedUpdates
		// before we know the velocity of the platform under the character
		if (movingPlatform.newPlatform) {
			var platform : Transform = movingPlatform.activePlatform;
			yield WaitForFixedUpdate();
			yield WaitForFixedUpdate();
			if (grounded  platform == movingPlatform.activePlatform)
				yield 1;
		}
		movement.velocity -= movingPlatform.platformVelocity;
	}
}

private function MoveWithPlatform () : boolean {
	return (
		movingPlatform.enabled
		 (grounded || movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaLocked)
		 movingPlatform.activePlatform != null
	);
}

private function GetDesiredHorizontalVelocity () {
	// Find desired velocity
	var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
	var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
	if (grounded) {
		// Modify max speed on slopes based on slope speed multiplier curve
		var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
		maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
	}
	return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}

private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
	var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
	return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}

private function IsGroundedTest () {
	return (groundNormal.y > 0.01);
}

function GetMaxAcceleration (grounded : boolean) : float {
	// Maximum acceleration on ground and in air
	if (grounded)
		return movement.maxGroundAcceleration;
	else
		return movement.maxAirAcceleration;
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
	// From the jump height and gravity we deduce the upwards speed 
	// for the character to reach at the apex.
	return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}

function IsJumping () {
	return jumping.jumping;
}

function IsSliding () {
	return (grounded  sliding.enabled  TooSteep());
}

function IsTouchingCeiling () {
	return (movement.collisionFlags  CollisionFlags.CollidedAbove) != 0;
}

function IsGrounded () {
	return grounded;
}

function TooSteep () {
	return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}

function GetDirection () {
	return inputMoveDirection;
}

function SetControllable (controllable : boolean) {
	canControl = controllable;
}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
	if (desiredMovementDirection == Vector3.zero)
		return 0;
	else {
		var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
		var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
		var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
		return length;
	}
}

function SetVelocity (velocity : Vector3) {
	grounded = false;
	movement.velocity = velocity;
	movement.frameVelocity = Vector3.zero;
	SendMessage("OnExternalVelocity");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("FPS system/Character/FPS Controller")
@script RequireComponent (FPSinput)

If i got what you want to do right is add the variable fall damage this I take in two different ways
the amount of damaged received from a fall like this
var fallDamage : float = 15;
//say that will take away 15 points from health bar like this
playerHealth -= fallDamage

or you want to set the distance which the player falls before taking damages like this
// Units that player can fall before a falling damage function is run. To disable, type “infinity” in the inspector
var fallingDamageThreshold = 10.0;

I hope this helps out

Nothing y fall not damaged Yet !