this.takedamage = DAMAGE_AIM;
this.deadflag = DEAD_DEAD;
this.enemy = NULL;
- this.move_movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
this.moveto = this.origin;
settouch(this, Monster_Touch); // reset incase monster was pouncing
this.reset = func_null;
settouch(this, Monster_Touch);
this.use = Monster_Use;
this.solid = SOLID_BBOX;
- this.move_movetype = MOVETYPE_WALK;
+ set_movetype(this, MOVETYPE_WALK);
this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
this.enemy = NULL;
this.velocity = '0 0 0';