Worked like a charm, thank you.

On Thu, Sep 12, 2013 at 11:52:35AM +0900, Tony "omega" Sergi wrote:
> Accidentally submitted before by mistake.
> anyway, override shadowcasttype so that while it's cloaked it reutns
> shadows_none, otherwise do normal behaviour.
> 
> virtual ShadowType_t        ShadowCastType()
> {
>  if cloaked return SHADOWS_NONE;
> else return normal stuff
> }
> 
> 
> On Thu, Sep 12, 2013 at 11:50 AM, Tony "omega" Sergi 
> <omegal...@gmail.com>wrote:
> 
> > virtual ShadowType_t        ShadowCastType()
> >
> >
> > On Thu, Sep 12, 2013 at 10:01 AM, <eric.br...@dnbrown.net> wrote:
> >
> >> Hello,
> >>
> >> I'm trying to use the cloaking shader to make a player semi-invisible in
> >> my multiplayer mod, but when I add the EF_NOSHADOW effect to the player
> >> (while toggling the cloaked texture with m_nSkin), I still see the player's
> >> shadow when I view it from thirdperson mode.  I also tried returning
> >> FALSE/NONE in clientleadsystem.cpp: ShouldRenderableReceiveShadow() and
> >> c_hl2mp_player.cpp: ShouldReceiveProjectedTextures(), but also had no luck.
> >>  In addition, I tried some QC commands like $doesnotcastshadow, and
> >> $shadowlod, but couldn't get the desired result using those techniques
> >> either.
> >>
> >> Any ideas?
> >>
> >> I heard that Garry's Mod has a Lua binding like SetColor(r,g,b,a) that
> >> does the trick, but I can't find a functional equivalent in the SDK.
> >> (SetColor/A doesn't appear to affect non-sprites)
> >>
> >> On a side note, I heard that GM's SetColor can actually apply a tint to
> >> entities...  Any ideas how that works?
> >>
> >> Thanks,
> >> Eric
> >>
> >> _______________________________________________
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> >> please visit:
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> >>
> >>
> >
> >
> > --
> > -Tony
> >
> 
> 
> 
> -- 
> -Tony

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