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The shield glow (display.shield_glow and its Light Show intensity) and the overshield effect (display.overshield_effect) were each player's own, in network games too. The glow lights what is around a shield as it flares, so a player who had it saw enemies a player without it did not, and the overshield effect keeps an overshielded player lit: anyone who did not turn them on was at a disadvantage. Now a network game's are the host's, for every machine: SHIELD EFFECTS in Server Setup > Player Options (network.shield_effects): STOCK (the default), GLOW, LIGHT SHOW, OVERSHIELD, GLOW+OVERSHIELD or SHOW+OVERSHIELD. Each player's own settings apply offline only (the campaign, split screen), and Video Setup's helps say so. - network_shield_effects.c: the host sends its choice to each client reliably when it is ready (distributed message 91) and to them all when it changes, as the aim assist policy is sent; a client takes it only from the host's stream, whole and valid, and draws stock until it has it. shield_glow.c and overshield_effect.c draw what it says in a network game. - Network version 36: a build that would draw its player's own cannot join. network_format.txt recorded. - Player Options' rows 27 apart in place of 30 (ce_menus.py's CHILD_OFFSETS), so that the tenth fits above the help, which keeps its three lines, and the screen's divider and buttons stay where they were; test_aim_assist.py's layout check follows. Checked: ninja android builds, the changed files compile for the web, and CI's tests pass (936). On the Android emulator, Player Options shows the row and steps through its values with each value's help, and Extra Effects shows its new helps. Not played as a network game. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>