entity proj = turret_projectile(SND_HAGAR_FIRE, 5, 0, DEATH_TURRET_FLAC.m_id, PROJECTILE_HAGAR, true, true);
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
- proj.think = turret_flac_projectile_think_explode;
+ setthink(proj, turret_flac_projectile_think_explode);
proj.nextthink = time + actor.tur_impacttime + (random() * 0.01 - random() * 0.01);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);