setthink(this, racer_think);
this.nextthink = time;
- this.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
if(!this.owner)
this.nextthink = time + autocvar_g_vehicle_racer_respawntime;
setthink(this, vehicles_spawn);
- this.move_movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.effects = EF_NODRAW;
this.solid = SOLID_NOT;
instance.vehicle_health = autocvar_g_vehicle_racer_health;
instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
- instance.move_movetype = MOVETYPE_TOSS;
+ set_movetype(instance, MOVETYPE_TOSS);
instance.solid = SOLID_SLIDEBOX;
instance.delay = time;
instance.scale = 0.5;
instance.solid = SOLID_CORPSE;
instance.takedamage = DAMAGE_NO;
instance.deadflag = DEAD_DYING;
- instance.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(instance, MOVETYPE_BOUNCE);
instance.wait = time;
instance.delay = 2 + time + random() * 3;
instance.cnt = 1 + random() * 2;