W_SetupShot_Dir(actor, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- entity missile = spawn();
+ entity missile = new(blasterbolt);
missile.owner = missile.realowner = actor;
- missile.classname = "blasterbolt";
missile.bot_dodge = true;
missile.bot_dodgerating = atk_damage;
PROJECTILE_MAKETRIGGER(missile);