// draw primary beam render
vector top = hitorigin + (thickdir * thickness);
vector bottom = hitorigin - (thickdir * thickness);
- vector last_top = start + (thickdir * Draw_ArcBeam_callback_last_thickness);
- vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness);
+ //vector last_top = start + (thickdir * Draw_ArcBeam_callback_last_thickness);
+ //vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness);
R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
R_PolygonVertex(
beam.beam_alpha
);
R_PolygonVertex(
- last_top,
+ Draw_ArcBeam_callback_last_top,
'0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
beam.beam_color,
beam.beam_alpha
);
R_PolygonVertex(
- last_bottom,
+ Draw_ArcBeam_callback_last_bottom,
'0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
beam.beam_color,
beam.beam_alpha
Draw_ArcBeam_callback
);
+ //printf("segment: %d, warpzone transform: %d\n", i, (WarpZone_trace_transform != world));
+
// WEAPONTODO:
// Figure out some way to detect a collision with geometry with callback...
// That way we can know when we are done drawing the beam and skip