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But keep the wavy physics of the original - maybe tone 'em down ever so very slightly.
What I fixed is the first control point moving (the origin of the beam at the muzzle of the medigun) when moving the camera. This comes with the "side effect" of the beam not looking erratic...
However, the default medigun looks choppy (like at 15 fps) when setting even a low value to max and min distance, and when setting it to 0 the beam now looks normal.
I can't fix the beam going through walls. There is an option for particle to not go through static objects (brushes, prop_static), however, it doesn't work well for 2cp particles. Also, the particle follow a hardcoded bezier curve that I can't change or I couldn't figure out how to do it. It's up to Valve to change the bezier curve to be more linear.