Fix more self object references in falling
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@ -871,33 +871,32 @@ function mob_class:falling(pos)
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-- floating in water (or falling)
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local v = self.object:get_velocity()
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if v then
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if v.y > 0 then
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-- apply gravity when moving up
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self.object:set_acceleration({
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x = 0,
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y = DEFAULT_FALL_SPEED,
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z = 0
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})
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if v.y > 0 then
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-- apply gravity when moving up
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self.object:set_acceleration({
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x = 0,
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y = DEFAULT_FALL_SPEED,
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z = 0
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})
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elseif v.y <= 0 and v.y > self.fall_speed then
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-- fall downwards at set speed
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self.object:set_acceleration({
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x = 0,
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y = self.fall_speed,
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z = 0
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})
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else
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-- stop accelerating once max fall speed hit
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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elseif v.y <= 0 and v.y > self.fall_speed then
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-- fall downwards at set speed
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self.object:set_acceleration({
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x = 0,
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y = self.fall_speed,
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z = 0
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})
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else
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-- stop accelerating once max fall speed hit
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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end
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end
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local acc = self.object:get_acceleration()
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if minetest.registered_nodes[node_ok(pos).name].groups.lava then
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if self.floats_on_lava == 1 then
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if acc and self.floats_on_lava == 1 then
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self.object:set_acceleration({
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x = 0,
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y = -self.fall_speed / (math.max(1, v.y) ^ 2),
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@ -908,9 +907,7 @@ function mob_class:falling(pos)
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-- in water then float up
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if minetest.registered_nodes[node_ok(pos).name].groups.water then
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if self.floats == 1 then
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if acc and self.floats == 1 then
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self.object:set_acceleration({
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x = 0,
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y = -self.fall_speed / (math.max(1, v.y) ^ 2),
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@ -918,10 +915,8 @@ function mob_class:falling(pos)
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})
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end
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else
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-- fall damage onto solid ground
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if self.fall_damage == 1
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and self.object:get_velocity().y == 0 then
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if self.fall_damage == 1 and self.object:get_velocity().y == 0 then
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local n = node_ok(vector.offset(pos,0,-1,0)).name
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local d = (self.old_y or 0) - self.object:get_pos().y
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