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.