forked from VoxeLibre/VoxeLibre
Clean up and optimise falling
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@ -903,47 +903,36 @@ 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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local new_acceleration
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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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new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 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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new_acceleration = vector.new(0, self.fall_speed, 0)
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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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new_acceleration =vector.zero()
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end
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self.object:set_acceleration(new_acceleration)
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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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local registered_node = minetest.registered_nodes[node_ok(pos).name]
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if registered_node.groups.lava 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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z = 0
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})
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self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
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end
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end
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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 registered_node.groups.water 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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z = 0
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})
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self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
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end
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else
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-- fall damage onto solid ground
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