setthink(proj, turret_projectile_explode);
settouch(proj, turret_projectile_touch);
proj.nextthink = time + 9;
- proj.move_movetype = MOVETYPE_FLYMISSILE;
+ set_movetype(proj, MOVETYPE_FLYMISSILE);
proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
proj.flags = FL_PROJECTILE;
proj.enemy = actor.enemy;
this.ammo_recharge *= this.ticrate;
this.solid = SOLID_BBOX;
this.takedamage = DAMAGE_AIM;
- this.move_movetype = MOVETYPE_NOCLIP;
+ set_movetype(this, MOVETYPE_NOCLIP);
this.view_ofs = '0 0 0';
this.turret_firecheckfunc = turret_firecheck;
this.event_damage = turret_damage;