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;
void CL_BoundingBoxForEntity(entity_render_t *ent);
-extern cvar_t cl_beams_polygons;
-extern cvar_t cl_beams_relative;
-extern cvar_t cl_beams_lightatend;
-
//
// cl_input
//
void CL_MoveLerpEntityStates(entity_t *ent);
void CL_LerpUpdate(entity_t *e);
void CL_ParseTEnt (void);
+void CL_NewBeam (int ent, vec3_t start, vec3_t end, model_t *m, int lightning);
void CL_RelinkBeams (void);
+void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end);
void CL_ClearTempEntities (void);
entity_t *CL_NewTempEntity (void);