- self.enemy.scale = 3;
- self.enemy.effects = EF_LOWPRECISION;
- self.enemy.movetype = MOVETYPE_BOUNCEMISSILE;
- PROJECTILE_MAKETRIGGER(self.enemy);
- self.enemy.think = flocker_hunter_think;
- self.enemy.nextthink = time + 10;
- self.enemy.flock_id = self.flock_id;
- self.enemy.owner = self;
+ this.enemy.scale = 3;
+ this.enemy.effects = EF_LOWPRECISION;
+ set_movetype(this.enemy, MOVETYPE_BOUNCEMISSILE);
+ PROJECTILE_MAKETRIGGER(this.enemy);
+ setthink(this.enemy, flocker_hunter_think);
+ this.enemy.nextthink = time + 10;
+ this.enemy.flock_id = this.flock_id;
+ this.enemy.owner = this;