typedef struct
{
int entity;
+ // draw this as lightning polygons, or a model?
+ int lightning;
struct model_s *model;
float endtime;
vec3_t start, end;
+ // if this beam is owned by an entity, this is the beam start relative to
+ // that entity's matrix for per frame start updates
+ vec3_t relativestart;
+ vec3_t relativeend;
+ // indicates whether relativestart is valid
+ int relativestartvalid;
}
beam_t;