_flare.movetype = MOVETYPE_TOSS;
_flare.gravity = 0.15;
_flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
- _flare.think = raptor_flare_think;
+ setthink(_flare, raptor_flare_think);
_flare.nextthink = time;
_flare.owner = veh ? veh : player;
_flare.solid = SOLID_CORPSE;
return;
PROJECTILE_TOUCH;
- self.think = raptor_bomblet_boom;
+ setthink(self, raptor_bomblet_boom);
self.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
}
bomblet.movetype = MOVETYPE_TOSS;
settouch(bomblet, raptor_bomblet_touch);
- bomblet.think = raptor_bomblet_boom;
+ setthink(bomblet, raptor_bomblet_boom);
bomblet.nextthink = time + 5;
bomblet.owner = self.owner;
bomblet.realowner = self.realowner;
bomb_1.velocity = bomb_2.velocity = self.velocity;
settouch(bomb_1, raptor_bomb_burst);
settouch(bomb_2, raptor_bomb_burst);
- bomb_1.think = bomb_2.think = raptor_bomb_burst;
+ setthink(bomb_1, raptor_bomb_burst);
+ setthink(bomb_2, raptor_bomb_burst);
bomb_1.cnt = bomb_2.cnt = time + 10;
if(autocvar_g_vehicle_raptor_bomblet_alt)