// WEAPONTODO: trace to find what we actually hit
vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
- vectorvectors(this.sw_shotdir);
- vector right = v_right; // save this for when we do makevectors later
- vector up = v_up; // save this for when we do makevectors later
+ vector _forward, right, up;
+ VECTOR_VECTORS(this.sw_shotdir, _forward, right, up);
// WEAPONTODO: combine and simplify these calculations
vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
if(counter >= 1)
{
// draw from shot origin to min spread radius
- R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_BeginPolygon("", DRAWFLAG_NORMAL, false);
R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
R_EndPolygon();
// draw from min spread radius to max spread radius
- R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_BeginPolygon("", DRAWFLAG_NORMAL, false);
R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
if((counter + 1) == divisions)
{
// draw from shot origin to min spread radius
- R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_BeginPolygon("", DRAWFLAG_NORMAL, false);
R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
R_PolygonVertex(this.sw_shotorg, '0 0 0', sw_color, a);
R_EndPolygon();
// draw from min spread radius to max spread radius
- R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_BeginPolygon("", DRAWFLAG_NORMAL, false);
R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);