vector bottom = hitorigin - (thickdir * self.beam_thickness);
R_BeginPolygon(self.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
- R_PolygonVertex(top, '0 0.5 0' + ('0 0.5 0' * (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
- R_PolygonVertex(last_top, '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
- R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
- R_PolygonVertex(bottom, '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(top, '0 0.5 0' + ('0 0.5 0' * (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(last_top, '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(bottom, '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
R_EndPolygon();
// check if we're going to proceed with drawing
self.origin_z = ReadCoord();
setorigin(self, self.origin);
self.beam_usevieworigin = 0;
- //WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
}
else // infer the location from player location
{