I've got it done for laser and flak, but where shall I put the code for beam muzzle glows? They get handled differently. It is easy to do for lasers (and flak seems to already have been partially done) in ship.cpp , but not beam.cpp . Also should I deal with the ones in AiTurret.cpp ?
The code may have changed a little bit since I had done it originally, but when I made the changes I handled beams in beam_render_all(). I put a boolean test at the top to check if it was a player ship and should or shouldn't render the muzzle stuff, then put that check around the beam_render_muzzle_glow() and beam_render_muzzle_particle() calls in that function. And... I'm pretty sure that was all I had done for beams. That makes it easy, since it will automatically apply to anything that fails the boolean check, and can therefore be easily upgraded/expanded later on.
I had done all of this when I got fighter beams working properly (with proper streaming, scoring, etc.), but I'm not really sure if I got all of those changes in CVS or not. There was probably some strange scoring/traitor bug that I never had a chance to work out, and so never committed.
I remember doing something a little funky for flak stuff, regarding turrets and what not, but I can't think of exactly what that was at the moment. I can't recall if that was to fix a bug, rendering problem, or just something that I needed to test something else with. If I still have that code someone I'll give it a look and see if there was actually a valid reason for all of that crap I had coded in. But unless you notice some strange issue with flak, don't worry about what I had done, it was probably idiotic anyway.