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; } } }