zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/initial_dead.lua

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CLASS.Base = "freshdead"
CLASS.Name = "Initial Dead"
CLASS.TranslationName = "class_initial_dead"
CLASS.Description = ""
CLASS.Help = ""
CLASS.Wave = 0
CLASS.Unlocked = true
CLASS.Hidden = true
CLASS.Health = 180
CLASS.Speed = 230
CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
CLASS.CanTaunt = true
CLASS.UsePreviousModel = true
CLASS.SWEP = "weapon_zs_freshdead"
if SERVER then
function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/fresh_dead"
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
local angle_zero = angle_zero
local LocalToWorld = LocalToWorld
local colGlow = Color(255, 0, 0)
local matGlow = Material("sprites/glow04_noz")
local vecEyeLeft = Vector(5, -3.5, -1)
local vecEyeRight = Vector(5, -3.5, 1)
function CLASS:PostPlayerDrawOverrideModel(pl)
if pl == MySelf and not pl:ShouldDrawLocalPlayer() then return end
local id = pl:LookupBone("ValveBiped.Bip01_Head1")
if id and id > 0 then
local pos, ang = pl:GetBonePositionMatrixed(id)
if pos then
render_SetMaterial(matGlow)
render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 4, 4, colGlow)
render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow)
end
end
end