Aiming at monsters
* the aiming circle is just 2 rotating particles which produce they traces.
* Other way could be to make array of particles and assign each particle property this way particle[i].property = property[(time + i)%NUMBER_PARTICLES] which would make it very hacky to be done in vanilla QC because it has no arrays.
* choosing which monster to draw these particles around by some standard function. Monsters have some aim function which obtains nearest target AFAIR. If there is no monster to choose, disable particle drawing.