entity missile = turret_projectile(SND_ROCKET_FIRE, 6, 10, DEATH_TURRET_HK.m_id, PROJECTILE_ROCKET, false, false);
te_explosion (missile.origin);
- missile.think = turret_hk_missile_think;
+ setthink(missile, turret_hk_missile_think);
missile.nextthink = time + 0.25;
missile.movetype = MOVETYPE_BOUNCEMISSILE;
missile.velocity = actor.tur_shotdir_updated * (actor.shot_speed * 0.75);