Most of these additions should be trivial to do and map to already existing features. The only new thing would be more fine grained control of what actors to apply thrust to.
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### Sectors
| Property | Description |
| --- | --- |
| xthrust _float_ | X thrust magnitude (map units per frame^2). |
| ythrust _float_ | Y thrust magnitude (map units per frame^2). |
| thrustgroup _integer_ | Thrust group (see table below). |
| thrustlocation _integer_ | Thrust location (see table below). |
#### Thrust Group
| Flag | Meaning |
| ---- | ------------------------ |
| 1 | Affect static objects |
| 2 | Affect players |
| 4 | Affect monsters |
| 8 | Affect projectiles |
| 16 | Affect WINDTHRUST actors |
#### Thrust Location
| Flag | Meaning |
| ---- | ---------------------- |
| 1 | Affect grounded actors |
| 2 | Affect airborne actors |
| 4 | Affect ceiling actors |