FreeFalling event doesn't call when player is ragdolled

My fall damage script doesn’t seem to register whenever player falls down from a height whilst ragdolled.
Snippet of ragdoll function, I do not change the humanoid state type.

local c = Hum.Parent
Humanoid.HipHeight = 0
Humanoid.PlatformStand = true
c.Humanoid.BreakJointsOnDeath = false
--Reset is BallSocket and Motor6Ds magic
Humanoid.FreeFalling:Connect(function(__NEWTSTATE)
		if __NEWTSTATE then
			__FT.Value = 0
			playerheight = __HRP.Position.Y
		else 
			__FT.Value = 0
			local fallhght: number? = playerheight - __HRP.Position.Y
			if fallhght >= __max and Humanoid.Health >= 0 then
				pcall(function()
					if not Character:FindFirstChild("DontFall") and not Character:FindFirstChildOfClass("ForceField") then
						whooaaaa(Character,fallhght,fallhght,fallhght)
						Humanoid:TakeDamage(999)
					end
				end)
			elseif fallhght >= __min and Humanoid.Health >= 0  then
				pcall(function()
					if not Character:FindFirstChild("DontFall") then
						Humanoid:TakeDamage(math.ceil(fallhght) + math.clamp(fallhght,10,15))
					end
				end)
			end
		end
	end)

Bump. Been tinkering with Landed but it doesnt work at all the time.

local Character = script.Parent
local Humanoid:Humanoid? = Character.Humanoid
Humanoid.StateChanged:Connect(function(New)
	if New == Enum.HumanoidStateType.Landed then
		print(Character.PrimaryPart.Velocity.Y)
	end
end)