Right. I'm still working on this beam weapon, and I've just decided that my beam code isn't good enough. :P
Currently, I'm setting up a BeamInfo_t structure, and then displaying it using beams->CreateBeamEntPoint( beamInfo ), where "beams" is the statically exposed IViewRenderBeams object. This is fine, until you come to move; the end point of the beam stays anchored to one point. It was late at night when I encountered this, so I just hackhacked it to update the end point of the beam with a freshly calculated vector based on the player's eye angles every frame. My problem is that this is OK for beams that switch off quickly, but for continuous-fire beams (a la Star Trek phaser), it lags. Badly. Is there a beam creation function similar to CreateBeamEntPoint that would take, for example, a start point, and a vector, and make the beam always point in that direction, transparently? Or, have I got it all wrong, and should I be using a CBeam? :S _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

