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Old 07-18-2006, 06:31 PM   #3
bzug0
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Join Date: Apr 2006
Posts: 52
Still not tested yet but in cg_players.c and cg_player I found

Code:
	if (!cg.snap->ps.duelInProgress && cent->currentState.bolt1 && !(cent->currentState.eFlags & EF_DEAD) && cent->currentState.number != cg.snap->ps.clientNum && (!cg.snap->ps.duelInProgress || cg.snap->ps.duelIndex != cent->currentState.number))
	{
		legs.shaderRGBA[0] = 50;
		legs.shaderRGBA[1] = 50;
		legs.shaderRGBA[2] = 255;
		
		legs.renderfx &= ~RF_RGB_TINT;
		legs.renderfx &= ~RF_FORCE_ENT_ALPHA;
		legs.customShader = cgs.media.forceSightBubble;
		
		trap_R_AddRefEntityToScene( &legs );
	}
adding this line
Code:
legs.shaderRGBA[3] = somealphavalue;
might work, or something around this.
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