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Better handling of touching_ground for bouncing on beds (#4689)
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4689 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land> Co-authored-by: kno10 <erich.schubert@gmail.com> Co-committed-by: kno10 <erich.schubert@gmail.com>
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1 changed files with 7 additions and 3 deletions
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@ -928,8 +928,6 @@ end
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-- falling and fall damage
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-- falling and fall damage
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-- returns true if mob died
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-- returns true if mob died
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function mob_class:falling(pos, moveresult)
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function mob_class:falling(pos, moveresult)
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if moveresult and moveresult.touching_ground then return false end
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if self.fly and self.state ~= "die" then
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if self.fly and self.state ~= "die" then
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return
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return
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end
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end
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@ -952,7 +950,13 @@ function mob_class:falling(pos, moveresult)
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new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
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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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elseif v.y <= 0 and v.y > self.fall_speed then
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-- fall downwards at set speed
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-- fall downwards at set speed
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new_acceleration = vector.new(0, self.fall_speed, 0)
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if moveresult and moveresult.touching_ground then
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-- when touching ground, retain a minimal gravity to keep the touching_ground flag
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-- but also to not get upwards acceleration with large dtime when on bouncy ground
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new_acceleration = vector.new(0, self.fall_speed * 0.01, 0)
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else
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new_acceleration = vector.new(0, self.fall_speed, 0)
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end
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else
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else
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-- stop accelerating once max fall speed hit
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-- stop accelerating once max fall speed hit
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new_acceleration =vector.zero()
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new_acceleration =vector.zero()
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