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

@ -871,33 +871,32 @@ 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
-- apply gravity when moving up
self.object:set_acceleration({
x = 0,
y = DEFAULT_FALL_SPEED,
z = 0
})
if v.y > 0 then elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed
-- apply gravity when moving up self.object:set_acceleration({
self.object:set_acceleration({ x = 0,
x = 0, y = self.fall_speed,
y = DEFAULT_FALL_SPEED, z = 0
z = 0 })
}) else
-- stop accelerating once max fall speed hit
elseif v.y <= 0 and v.y > self.fall_speed then self.object:set_acceleration({x = 0, y = 0, z = 0})
end
-- fall downwards at set speed
self.object:set_acceleration({
x = 0,
y = self.fall_speed,
z = 0
})
else
-- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0})
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