Code: Select all
class di_EventHandler : EventHandler
{
override
void WorldThingDamaged(WorldEvent e)
{
if (e.thing)
{
e.thing.Thrust(e.damage * 0.5 * (100 / e.thing.mass), e.damageangle);
}
}
}
It does look a bit silly with infighters skating about. I haven't extensively tested this to see if a player would get stuck in a map from being pushed around by attacks. I suppose that is possible.