- b->entity = ent;
- b->lightning = lightning;
- b->relativestartvalid = (ent && cl_entities[ent].state_current.active) ? 2 : 0;
- b->model = m;
- b->endtime = cl.time + 0.2;
- VectorCopy (start, b->start);
- VectorCopy (end, b->end);
- return;
+ entity_state_t *p;
+ matrix4x4_t matrix, imatrix;
+ if (ent == cl.viewentity && cl.movement)
+ p = &cl_entities[b->entity].state_previous;
+ else
+ p = &cl_entities[b->entity].state_current;
+ // not really valid yet, we need to get the orientation now
+ // (ParseBeam flagged this because it is received before
+ // entities are received, by now they have been received)
+ // note: because players create lightning in their think
+ // function (which occurs before movement), they actually
+ // have some lag in it's location, so compare to the
+ // previous player state, not the latest
+ Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2], -p->angles[0], p->angles[1], p->angles[2], 1);
+ Matrix4x4_Invert_Simple(&imatrix, &matrix);
+ Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
+ Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
+ b->relativestartvalid = 1;