Not all Render effects work with kRenderNormal. You might have to mix and match them.
Code:
/* Render for set_user_rendering() */
enum {
kRenderNormal = 0, /* src */
kRenderTransColor, /* c*a+dest*(1-a) */
kRenderTransTexture, /* src*a+dest*(1-a) */
kRenderGlow, /* src*a+dest -- No Z buffer checks */
kRenderTransAlpha, /* src*srca+dest*(1-srca) */
kRenderTransAdd, /* src*a+dest */
};
/* Fx for set_user_rendering() */
enum {
kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
kRenderFxFlickerFast,
kRenderFxNoDissipation,
kRenderFxDistort, /* Distort/scale/translate flicker */
kRenderFxHologram, /* kRenderFxDistort + distance fade */
kRenderFxDeadPlayer, /* kRenderAmt is the player index */
kRenderFxExplode, /* Scale up really big! */
kRenderFxGlowShell, /* Glowing Shell */
kRenderFxClampMinScale, /* Keep this sprite from getting very small (SPRITES only!) */
};