Actually I'm no sure. If you take a look in DMC code source, you will see the glow on the view player is done on the client.
server-side ; the same as you would do with amxx so glowing the whole player
Code:
if ( m_iQuakeItems & IT_INVISIBILITY )
{
pev->renderfx = kRenderFxGlowShell;
pev->rendercolor = Vector( 128, 128, 128 ); // RGB
pev->renderamt = 5; // Shell size
}
client-side ; GetViewEntity() being an engine call.
Code:
cl_entity_t *view;
view = GetViewEntity();
//Adrian - The actual "magic" is done in the
//Studio drawing code.
if ( m_iQuakeItems & IT_INVISIBILITY )
{
if( view )
{
view->curstate.renderfx = kRenderFxGlowShell;
view->curstate.renderamt = 5;
view->curstate.rendercolor.r = 125;
view->curstate.rendercolor.g = 125;
view->curstate.rendercolor.b = 125;
}
}
Code:
/*
=================
GetViewEntity
Return's the current weapon/view model
=================
*/
struct cl_entity_s *GetViewEntity( void )
{
return gEngfuncs.GetViewModel();
}
So, I'm not sure really if it's possible with a server-side module.
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