// should be able to acquire this from a generalized function built
// into a weapon system for client code.
+ // Dr. Jaska: Reply to ^: Do we? If the server would decide where a
+ // client draws a beam it would mean that what the client sees will
+ // always be lagged and not where they are actually hitting in "real
+ // time" after being antilagged. Thus I don't understand the above.
+
// find where we are aiming
vector myviewangle = view_angles;
if (autocvar_chase_active)
// visual effects for startpoint and endpoint
if(this.beam_hiteffect)
{
- // FIXME we really should do this on the server so it actually
- // matches gameplay. What this client side stuff is doing is no
- // more than guesswork.
if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
pointparticles(
this.beam_hiteffect,