Now thrusting can be done uniquely per each actor, using damagetypes. Works just like Damagetypes too. However, there's not any 'definitions' for ThrustFactors though. It's modular so you can change it at any time. Couple other goodies in there too:
- A_SetThrustFactor(float amount, damagetype, pointer)
- +NOIMPACTDAMAGE - Actors will not have the BLASTED flag set on them when thrusted.
Left click shoots a rocket.
Right click shoots a rawket.
MCD can be thrust by rawket while walking.
MCD can be thrust by rocket while firing.
