Merge pull request 'Add some mob object checks to avoid crashing' (#3324) from fix_ghast_kill_crash into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/3324 Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>hardcore_mode_test
commit
6d60fb4160
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@ -335,24 +335,27 @@ function mob_class:on_step(dtime)
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if self:check_despawn(pos, dtime) then return true end
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self:slow_mob()
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if self:check_death_and_slow_mob() then
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--minetest.log("action", "Mob is dying: ".. tostring(self.name))
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-- Do we abandon out of here now?
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end
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if self:falling(pos) then return end
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self:check_suspend()
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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-- mcl_burning.tick may remove object immediately
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if not self.object:get_pos() then return end
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end
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if mobs_debug then self:update_tag() end
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if self.state == "die" then return end
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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if mobs_debug then self:update_tag() end
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self:follow_flop() -- Mob following code.
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self:set_animation_speed() -- set animation speed relitive to velocity
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@ -279,6 +279,7 @@ function mob_class:env_danger_movement_checks(dtime)
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yaw = self:set_yaw( yaw, 8)
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end
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else
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-- This code should probably be moved to movement code
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if self.move_in_group ~= false then
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self:check_herd(dtime)
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end
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@ -47,7 +47,8 @@ end
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function mob_class:player_in_active_range()
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for _,p in pairs(minetest.get_connected_players()) do
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if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end
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local pos = self.object:get_pos()
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if pos and vector.distance(pos, p:get_pos()) <= mob_active_range then return true end
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-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
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end
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end
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@ -182,15 +183,17 @@ function mob_class:collision()
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return({x,z})
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end
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function mob_class:slow_mob()
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function mob_class:check_death_and_slow_mob()
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local d = 0.85
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if self:check_dying() then d = 0.92 end
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local dying = self:check_dying()
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if dying then d = 0.92 end
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local v = self.object:get_velocity()
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if v then
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--diffuse object velocity
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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end
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return dying
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end
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-- move mob in facing direction
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@ -519,17 +522,16 @@ function mob_class:check_for_death(cause, cmi_cause)
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self:set_velocity(0)
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local acc = self.object:get_acceleration()
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acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
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self.object:set_acceleration(acc)
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if acc then
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acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
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self.object:set_acceleration(acc)
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end
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local length
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-- default death function and die animation (if defined)
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if self.instant_death then
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length = 0
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elseif self.animation
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and self.animation.die_start
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and self.animation.die_end then
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elseif self.animation and self.animation.die_start and self.animation.die_end then
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local frames = self.animation.die_end - self.animation.die_start
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local speed = self.animation.die_speed or 15
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length = math.max(frames / speed, 0) + DEATH_DELAY
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@ -545,7 +547,6 @@ function mob_class:check_for_death(cause, cmi_cause)
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if not self.object:get_luaentity() then
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return
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end
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death_handle(self)
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local dpos = self.object:get_pos()
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local cbox = self.collisionbox
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@ -554,6 +555,7 @@ function mob_class:check_for_death(cause, cmi_cause)
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self.object:remove()
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mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
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end
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if length <= 0 then
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kill(self)
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else
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@ -870,33 +872,32 @@ 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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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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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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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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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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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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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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end
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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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if self.floats_on_lava == 1 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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@ -907,9 +908,7 @@ function mob_class:falling(pos)
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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 self.floats == 1 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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@ -917,10 +916,8 @@ function mob_class:falling(pos)
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})
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end
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else
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-- fall damage onto solid ground
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if self.fall_damage == 1
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and self.object:get_velocity().y == 0 then
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if self.fall_damage == 1 and self.object:get_velocity().y == 0 then
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local n = node_ok(vector.offset(pos,0,-1,0)).name
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local d = (self.old_y or 0) - self.object:get_pos().y
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@ -981,24 +978,31 @@ end
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function mob_class:check_dying()
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if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
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local rot = self.object:get_rotation()
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rot.z = ((math.pi/2-rot.z)*.2)+rot.z
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self.object:set_rotation(rot)
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if rot then
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rot.z = ((math.pi/2-rot.z)*.2)+rot.z
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self.object:set_rotation(rot)
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end
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return true
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end
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end
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function mob_class:check_suspend()
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if not self:player_in_active_range() then
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if pos and not self:player_in_active_range() then
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local node_under = node_ok(vector.offset(pos,0,-1,0)).name
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local acc = self.object:get_acceleration()
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self:set_animation( "stand", true)
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if acc.y > 0 or node_under ~= "air" then
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self.object:set_acceleration(vector.new(0,0,0))
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self.object:set_velocity(vector.new(0,0,0))
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end
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if acc.y == 0 and node_under == "air" then
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self:falling(pos)
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local acc = self.object:get_acceleration()
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if acc then
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if acc.y > 0 or node_under ~= "air" then
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self.object:set_acceleration(vector.new(0,0,0))
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self.object:set_velocity(vector.new(0,0,0))
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end
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if acc.y == 0 and node_under == "air" then
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self:falling(pos)
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end
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end
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return true
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end
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