var format = bmap_lock(skin,0);
var i,j;
for(j=0; j<skin->height; j++)
for(i=0; i<skin->width; i++)
{
// read the pixel from the texture
var pixel = pixel_for_bmap(skin,i,j);
COLOR* csrc = pixel_to_vec(NULL,NULL,format,pixel);
vec_normalize(csrc,255);
if(vec_dist(terrain_pixel_to_pos(terrain,i,j,skin),_vec(TARGET.x,TARGET.y,0)) < 100)
{
csrc->red = 0;
csrc->green = 255;
csrc->blue = 255;
pixel = pixel_for_vec(csrc,100,format);
pixel_to_bmap(skin,i,j,pixel);
}
}
bmap_unlock(skin);
{