missile.owner = missile.realowner = actor;
missile.solid = SOLID_TRIGGER;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.owner = missile.realowner = actor;
missile.solid = SOLID_TRIGGER;
missile.movetype = MOVETYPE_FLYMISSILE;
setsize(missile, '-6 -6 -6', '6 6 6');
setorigin(missile, actor.origin + actor.view_ofs + v_forward * 14);
missile.flags = FL_PROJECTILE;
setsize(missile, '-6 -6 -6', '6 6 6');
setorigin(missile, actor.origin + actor.view_ofs + v_forward * 14);
missile.flags = FL_PROJECTILE;