cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
+cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "128"};
cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
float ifog;
for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- VectorSubtract(v, r_origin, fogvec);
+ VectorSubtract(v, r_vieworigin, fogvec);
ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
c[0] = r * ifog;
c[1] = g * ifog;
// calculate up vector such that it points toward viewer, and rotates around the beamdir
// get direction from start of beam to viewer
- VectorSubtract(r_origin, b->start, up);
+ VectorSubtract(r_vieworigin, b->start, up);
// remove the portion of the vector that moves along the beam
// (this leaves only a vector pointing directly away from the beam)
t1 = -DotProduct(up, beamdir);