Well, what needs to be done ,more or less:
(by someone who can actually compile and run the game)
add to cl_view [i say cl_view since it looks an appropriate place.
but I'v known to be wrong]
/**
* @brief Function to draw a line on the battlescape
*
*/
static void CL_DrawParticle(void)
{
vec3_t start, end;
char *particleName;
/* only in 3d view */
if (!CL_OnBattlescape())
return;
/* check for bad usage*/
if ( Cmd_Argc() != 7 )
{
Com_Printf("Usage: drawline <particle_name> <from_x> <from_y> <from_z> <to_x> <to_y> <to_z>\n");
return;
}
/* first param is the particle name (should have a matching particle script)*/
particleName=Cmd_Argv( 1 );
/* next 3 vars are the start(from) position x, y, z*/
start[0]=atof(Cmd_Argv( 2 ));
start[1]=atof(Cmd_Argv( 3 ));
start[2]=atof(Cmd_Argv( 4 ));
/* next 3 vars are the end(to) position x, y, z*/
end[0]=atof(Cmd_Argv( 5 ));
end[1]=atof(Cmd_Argv( 6 ));
end[2]=atof(Cmd_Argv( 7 ));
/* plot the particle*/
CL_ParticleSpawn(particleName, 0, start, end, NULL);
}
Then ,in the same file ,in the function V_Init [line 791]
add the line:
Cmd_AddCommand("drawparticle", CL_DrawParticle, NULL);
Then, you'd be able to use it in the script with
cmd "drawparticle inRangeTracer 0.0 0.0 0.0 1.0 1.0 1.0"
to draw inRanger (green?) colored line from point 0,0,0 to point 1,1,1
Cant check its working though. You'll have to do it yourself, or
ask someone else.