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Use a vector and fix the merge fail >_<
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@ -675,7 +675,7 @@ function mob_class:do_env_damage()
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self.standing_in = node_ok(pos, "air").name
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self.standing_in = node_ok(pos, "air").name
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self.standing_on = node_ok(pos2, "air").name
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self.standing_on = node_ok(pos2, "air").name
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local pos3 = {x=pos.x, y=pos.y+1, z=pos.z}
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local pos3 = vector.offset(pos, 0, 1, 0)
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self.standing_under = node_ok(pos3, "air").name
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self.standing_under = node_ok(pos3, "air").name
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-- don't fall when on ignore, just stand still
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-- don't fall when on ignore, just stand still
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@ -943,7 +943,7 @@ function mob_class:falling(pos)
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-- in water then float up
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-- in water then float up
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if registered_node.groups.water then
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if registered_node.groups.water then
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if acc and self.floats == 1 minetest.registered_nodes[node_ok(vector.offset(pos,0,self.collisionbox[5] -0.25,0)).name].groups.water then
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if acc and self.floats == 1 and minetest.registered_nodes[node_ok(vector.offset(pos,0,self.collisionbox[5] -0.25,0)).name].groups.water then
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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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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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else
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else
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