rendered paste body if (!IS_PLAYER_ENEMY(refEnt->entityNum)) {
if (visible) {
refEnt->customShader = eth.friendVisibleShader;
refEnt->shaderRGBA[0] = seth.value[VAR_FRIEND_VISIBLE_RED];
refEnt->shaderRGBA[1] = seth.value[VAR_FRIEND_VISIBLE_GREEN];
refEnt->shaderRGBA[2] = seth.value[VAR_FRIEND_VISIBLE_BLUE];
} else {
refEnt->customShader = eth.friendNotVisibleShader;
refEnt->shaderRGBA[0] = seth.value[VAR_FRIEND_NOT_VISIBLE_RED];
refEnt->shaderRGBA[1] = seth.value[VAR_FRIEND_NOT_VISIBLE_GREEN];
refEnt->shaderRGBA[2] = seth.value[VAR_FRIEND_NOT_VISIBLE_BLUE];
}
dlightColor = (float *)ð.friendVisibleColor;
if (seth.value[VAR_DLIGHT] == DLIGHT_ON) {
addRadius = -10.0;
addIntens = -10.0;
}
} else {
// treat all non-players as enemy entities.
if (visible) {
refEnt->customShader = eth.enemyVisibleShader;
refEnt->shaderRGBA[0] = seth.value[VAR_ENEMY_VISIBLE_RED];
refEnt->shaderRGBA[1] = seth.value[VAR_ENEMY_VISIBLE_GREEN];
refEnt->shaderRGBA[2] = seth.value[VAR_ENEMY_VISIBLE_BLUE];
} else {
refEnt->customShader = eth.enemyNotVisibleShader;
refEnt->shaderRGBA[0] = seth.value[VAR_ENEMY_NOT_VISIBLE_RED];
refEnt->shaderRGBA[1] = seth.value[VAR_ENEMY_NOT_VISIBLE_GREEN];
refEnt->shaderRGBA[2] = seth.value[VAR_ENEMY_NOT_VISIBLE_BLUE];
}
dlightColor = (float *)ð.enemyVisibleColor;
if (seth.value[VAR_DLIGHT] == DLIGHT_ON) {
addRadius = 10.0;
addIntens = 10.0;
}
}
}