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Fix more self object references in falling

This commit is contained in:
ancientmarinerdev 2023-01-23 01:28:46 +00:00 committed by Gitea
parent 15560d969c
commit 32be8f9602
1 changed files with 24 additions and 29 deletions

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@ -871,9 +871,8 @@ function mob_class:falling(pos)
-- floating in water (or falling) -- floating in water (or falling)
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then
if v.y > 0 then if v.y > 0 then
-- apply gravity when moving up -- apply gravity when moving up
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
@ -882,7 +881,6 @@ function mob_class:falling(pos)
}) })
elseif v.y <= 0 and v.y > self.fall_speed then elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed -- fall downwards at set speed
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
@ -893,11 +891,12 @@ function mob_class:falling(pos)
-- stop accelerating once max fall speed hit -- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0})
end end
end
local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then if minetest.registered_nodes[node_ok(pos).name].groups.lava then
if acc and self.floats_on_lava == 1 then
if self.floats_on_lava == 1 then
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2), y = -self.fall_speed / (math.max(1, v.y) ^ 2),
@ -908,9 +907,7 @@ function mob_class:falling(pos)
-- in water then float up -- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then if minetest.registered_nodes[node_ok(pos).name].groups.water then
if acc and self.floats == 1 then
if self.floats == 1 then
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2), y = -self.fall_speed / (math.max(1, v.y) ^ 2),
@ -918,10 +915,8 @@ function mob_class:falling(pos)
}) })
end end
else else
-- fall damage onto solid ground -- fall damage onto solid ground
if self.fall_damage == 1 if self.fall_damage == 1 and self.object:get_velocity().y == 0 then
and self.object:get_velocity().y == 0 then
local n = node_ok(vector.offset(pos,0,-1,0)).name local n = node_ok(vector.offset(pos,0,-1,0)).name
local d = (self.old_y or 0) - self.object:get_pos().y local d = (self.old_y or 0) - self.object:get_pos().y