rendered paste bodyIndex: Projectiles/LaserProjectile.cpp===================================================================--- Projectiles/LaserProjectile.cpp (revision 3823)+++ Projectiles/LaserProjectile.cpp (working copy)@@ -31,7 +31,7 @@ length(length), curLength(0), intensity(intensity),- intensityFalloff(intensity*0.1f)+ intensityFalloff(intensity*weaponDef->falloffRate) { dir=speed; dir.Normalize();@@ -67,7 +67,7 @@ ttl--; if(ttl<5){- intensity-=intensityFalloff;+ intensity-=intensityFalloff*0.2f; if(intensity<=0){ deleteMe=true; intensity=0;@@ -156,7 +156,7 @@ float size=weaponDef->thickness; float coresize=size * weaponDef->corethickness; - if(camDist<1000){+ if(camDist<weaponDef->lodDistance){ float3 pos1=pos+speed*gu->timeOffset; float3 pos2=pos1-dir*curLength; Index: Weapons/WeaponDefHandler.cpp===================================================================--- Weapons/WeaponDefHandler.cpp (revision 3823)+++ Weapons/WeaponDefHandler.cpp (working copy)@@ -119,6 +119,8 @@ sunparser->GetDef(weaponDefs[id].laserflaresize, "15", weaponname + "\\laserflaresize"); sunparser->GetDef(weaponDefs[id].intensity, "0.9", weaponname + "\\intensity"); sunparser->GetDef(weaponDefs[id].duration, "0.05", weaponname + "\\duration");+ sunparser->GetDef(weaponDefs[id].lodDistance, "1000", weaponname + "\\lodDistance");+ sunparser->GetDef(weaponDefs[id].falloffRate, "0.5", weaponname + "\\falloffRate"); sunparser->GetDef(weaponDefs[id].visuals.sizeDecay, "0", weaponname + "\\sizeDecay"); sunparser->GetDef(weaponDefs[id].visuals.alphaDecay, "1", weaponname + "\\alphaDecay");Index: Weapons/WeaponDefHandler.h===================================================================--- Weapons/WeaponDefHandler.h (revision 3823)+++ Weapons/WeaponDefHandler.h (working copy)@@ -94,6 +94,8 @@ float laserflaresize; float corethickness; float duration;+ int lodDistance;+ float falloffRate; int graphicsType; bool soundTrigger;