FiringInfo myInfo(*myTank, 0); if (myInfo.flagType != Flags::ShockWave) { if (!BZDB.isTrue(StateDatabase::BZDB_SHOTSKEEPVERTICALV)) myInfo.shot.vel[2] = 0.0f; myInfo.flagType = Flags::Laser; myInfo.lifetime /= 100; const float cs = colorScale(myInfo.shot.pos[2], muzzleHeight); glColor3f(0.3f * cs, 1.1f * cs, 0.1f * cs); LocalShotPath myPath(myInfo); myPath.radarRender(); }oops glad that wasnt in #bzflag lol