if (falling) { fall_timer++; var _factor = clamp(fall_timer / fall_duration, 0, 1); x = lerp(old_x, fall_x, _factor); y = lerp(old_y, fall_y, _factor) + (sin(_factor * pi) * -fall_height); if (fall_timer >= fall_duration) { falling = false; fall_timer = 0; snd_play(snd_noise); } }