_flare.effects = EF_LOWPRECISION | EF_FLAME;
_flare.scale = 0.5;
setorigin(_flare, actor.origin - '0 0 16');
- _flare.movetype = MOVETYPE_TOSS;
+ set_movetype(_flare, MOVETYPE_TOSS);
_flare.gravity = 0.15;
_flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
setthink(_flare, raptor_flare_think);
bomblet = spawn();
setorigin(bomblet, this.origin);
- bomblet.movetype = MOVETYPE_TOSS;
+ set_movetype(bomblet, MOVETYPE_TOSS);
settouch(bomblet, raptor_bomblet_touch);
setthink(bomblet, raptor_bomblet_boom);
bomblet.nextthink = time + 5;
org = gettaginfo(this, gettagindex(this, "bombmount_right"));
setorigin(bomb_2, org);
- bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
+ set_movetype(bomb_1, MOVETYPE_BOUNCE);
+ set_movetype(bomb_2, MOVETYPE_BOUNCE);
bomb_1.velocity = bomb_2.velocity = this.velocity;
settouch(bomb_1, raptor_bomb_touch);
settouch(bomb_2, raptor_bomb_touch);
return;
Movetype_Physics_MatchTicrate(this, autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
- this.move_avelocity += randomvec() * 15;
+ this.avelocity += randomvec() * 15;
this.renderflags = 0;
if(this.cnt < time)
setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
setorigin(sfrag, _org);
- sfrag.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(sfrag, MOVETYPE_BOUNCE);
sfrag.gravity = 0.15;
sfrag.solid = SOLID_CORPSE;
sfrag.draw = RaptorCBShellfragDraw;
- sfrag.move_origin = sfrag.origin = _org;
- sfrag.move_velocity = _vel;
- sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
- sfrag.angles = sfrag.move_angles = _ang;
+ sfrag.velocity = _vel;
+ sfrag.avelocity = prandomvec() * vlen(sfrag.velocity);
+ sfrag.angles = _ang;
sfrag.move_time = time;
sfrag.damageforcescale = 4;