qhandle_t Qw::idRenderWorld_AddEntityDef(idRenderWorld *this_renderWorld, renderEntity_t *re) { if((gLocal->EntityNumForSpawnId(re->spawnID) >= 0 && gLocal->EntityNumForSpawnId(re->spawnID) < MAX_GENTITIES)) { //LOG_DEBUG("RE Model: " << re->hModel->Name()); if(strstr(re->hModel->Name(), "models/characters/animations/strogg/") || strstr(re->hModel->Name(), "models/characters/animations/initial_edf/")) { if(gLocal->GetLocalPlayer()->GetGameTeam() == gLocal->GetClient(gLocal->EntityNumForSpawnId(re->spawnID))->GetGameTeam()) { re->modelDepthHack = 1.0f; re->foliageDepthHack = true; re->shaderParms[ SHADERPARM_RED ] = 1.0f; re->shaderParms[ SHADERPARM_GREEN ] = 0.0f; re->shaderParms[ SHADERPARM_BLUE ] = 1.0f; re->shaderParms[ SHADERPARM_ALPHA ] = 0.5f; re->customShader = whiteMat; } else if(gLocal->GetLocalPlayer()->GetGameTeam() != gLocal->GetClient(gLocal->EntityNumForSpawnId(re->spawnID))->GetGameTeam()) { re->modelDepthHack = 1.0f; re->foliageDepthHack = true; re->shaderParms[ SHADERPARM_RED ] = 1.0f; re->shaderParms[ SHADERPARM_GREEN ] = 1.0f; re->shaderParms[ SHADERPARM_BLUE ] = 0.0f; re->shaderParms[ SHADERPARM_ALPHA ] = 0.5f; re->customShader = whiteMat; } } else if(strstr(re->hModel->Name(), "models/scopes/")) { re->shaderParms[ SHADERPARM_ALPHA ] = 0.0f; re->customShader = whiteMat; } else if(strstr(re->hModel->Name(), "landmine") || strstr(re->hModel->Name(), "grenades") || strstr(re->hModel->Name(), "hecharge") || strstr(re->hModel->Name(), "plasmacharge")) { re->modelDepthHack = 1.0f; re->foliageDepthHack = true; re->shaderParms[ SHADERPARM_RED ] = 1.0f; re->shaderParms[ SHADERPARM_GREEN ] = 0.0f; re->shaderParms[ SHADERPARM_BLUE ] = 0.0f; re->shaderParms[ SHADERPARM_ALPHA ] = 1.0f; re->customShader = whiteMat; } else if(strstr(re->hModel->Name(), "ammopack") || strstr(re->hModel->Name(), "healthpack") || strstr(re->hModel->Name(), "stroyentcells")) { re->modelDepthHack = 1.0f; re->foliageDepthHack = true; re->shaderParms[ SHADERPARM_RED ] = 0.0f; re->shaderParms[ SHADERPARM_GREEN ] = 1.0f; re->shaderParms[ SHADERPARM_BLUE ] = 0.0f; re->shaderParms[ SHADERPARM_ALPHA ] = 1.0f; re->customShader = whiteMat; } else if(strstr(re->hModel->Name(), "models/vehicles/")) { re->modelDepthHack = 1.0f; re->foliageDepthHack = true; re->shaderParms[ SHADERPARM_RED ] = 1.0f; re->shaderParms[ SHADERPARM_GREEN ] = 0.25f; re->shaderParms[ SHADERPARM_BLUE ] = 0.0f; re->shaderParms[ SHADERPARM_ALPHA ] = 0.5f; re->customShader = whiteMat; } }