--- /dev/null
+#ifdef IMPLEMENTATION
+REGISTER_NET_TEMP(TE_CSQC_ARC)
+
+#if defined(SVQC)
+
+ void te_csqc_lightningarc(vector from, vector to)
+ {
+ WriteHeader(MSG_BROADCAST, TE_CSQC_ARC);
+
+ WriteCoord(MSG_BROADCAST, from.x);
+ WriteCoord(MSG_BROADCAST, from.y);
+ WriteCoord(MSG_BROADCAST, from.z);
+ WriteCoord(MSG_BROADCAST, to.x);
+ WriteCoord(MSG_BROADCAST, to.y);
+ WriteCoord(MSG_BROADCAST, to.z);
+ }
+
+#elif defined(CSQC)
+
+/*
+.vector fx_start;
+.vector fx_end;
+.float fx_with;
+.string fx_texture;
+.float fx_lifetime;
+
+void b_draw()
+{
+ //Draw_CylindricLine(self.fx_start, self.fx_end, self.fx_with, self.fx_texture, 0, time * 3, '1 1 1', 0.7, DRAWFLAG_ADDITIVE, view_origin);
+ Draw_CylindricLine(self.fx_start, self.fx_end, self.fx_with, self.fx_texture, (self.fx_with/256), 0, '1 1 1', 1, DRAWFLAG_ADDITIVE, view_origin);
+
+}
+void b_make(vector s,vector e, string t,float l,float z)
+{
+ entity b;
+ b = spawn();
+ b.fx_texture = t;
+ b.fx_start = s;
+ b.fx_end = e;
+ b.fx_with = z;
+ b.think = SUB_Remove;
+ b.nextthink = time + l;
+ b.draw = b_draw;
+
+ //b.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+}
+*/
+
+ void cl_effects_lightningarc(vector from, vector to, float seglength, float drifts, float drifte,
+ float branchfactor, float branchfactor_add)
+ {
+ float length = vlen(from - to);
+ if (length < 1) return;
+
+ // Use at most 16 te_lightning1 segments, as these eat up beam list segments.
+ // TODO: Change this to R_BeginPolygon code, then we no longer have this limit.
+ int steps = min(16, floor(length / seglength));
+ if (steps < 1)
+ {
+ te_lightning1(world, from, to);
+ return;
+ }
+
+ float steplength = length / steps;
+ vector direction = normalize(to - from);
+ vector pos_l = from;
+ if (length > seglength)
+ {
+ for (int i = 1; i < steps; i += 1)
+ {
+ float drift = drifts * (1 - (i / steps)) + drifte * (i / steps);
+ vector dirnew = normalize(direction * (1 - drift) + randomvec() * drift);
+ vector pos = pos_l + dirnew * steplength;
+ te_lightning1(world, pos_l, pos);
+ // WTF endless recursion if branchfactor is 1.0 (possibly due to adding branchfactor_add). FIXME
+ // if(random() < branchfactor)
+ // cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
+
+ pos_l = pos;
+ }
+ te_lightning1(world, pos_l, to);
+ }
+ else
+ {
+ te_lightning1(world, from, to);
+ }
+ }
+
+ NET_HANDLE(TE_CSQC_ARC, bool isNew)
+ {
+ vector from;
+ from.x = ReadCoord();
+ from.y = ReadCoord();
+ from.z = ReadCoord();
+ vector to;
+ to.x = ReadCoord();
+ to.y = ReadCoord();
+ to.z = ReadCoord();
+ return = true;
+
+ if (autocvar_cl_effects_lightningarc_simple)
+ {
+ te_lightning1(world, from, to);
+ }
+ else
+ {
+ float seglength = autocvar_cl_effects_lightningarc_segmentlength;
+ float drifts = autocvar_cl_effects_lightningarc_drift_start;
+ float drifte = autocvar_cl_effects_lightningarc_drift_end;
+ float branchfactor = autocvar_cl_effects_lightningarc_branchfactor_start;
+ float branchfactor_add = autocvar_cl_effects_lightningarc_branchfactor_add;
+
+ cl_effects_lightningarc(from, to, seglength, drifts, drifte, branchfactor, branchfactor_add);
+ }
+ }
+
+#endif
+
+#endif