setthink(flocker, flocker_think);
flocker.nextthink = time + random() * 5;
PROJECTILE_MAKETRIGGER(flocker);
- flocker.movetype = MOVETYPE_BOUNCEMISSILE;
+ flocker.move_movetype = MOVETYPE_BOUNCEMISSILE;
flocker.effects = EF_LOWPRECISION;
flocker.velocity = randomvec() * 300;
flocker.angles = vectoangles(flocker.velocity);
this.enemy.scale = 3;
this.enemy.effects = EF_LOWPRECISION;
- this.enemy.movetype = MOVETYPE_BOUNCEMISSILE;
+ this.enemy.move_movetype = MOVETYPE_BOUNCEMISSILE;
PROJECTILE_MAKETRIGGER(this.enemy);
setthink(this.enemy, flocker_hunter_think);
this.enemy.nextthink = time + 10;