zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/vile_bloated_zombie/client.lua

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include("shared.lua")
local render_SetColorModulation = render.SetColorModulation
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
local render_ModelMaterialOverride = render.ModelMaterialOverride
local angle_zero = angle_zero
local LocalToWorld = LocalToWorld
local colGlow = Color(70, 200, 70)
local matGlow = Material("sprites/glow04_noz")
local vecEyeLeft = Vector(5, -4, -1.2)
local vecEyeRight = Vector(5, -4, 1.2)
CLASS.Icon = "zombiesurvival/killicons/bloatedzombie"
CLASS.IconColor = Color(10, 94, 0)
local matSkin = Material("Models/Barnacle/barnacle_sheet")
function CLASS:PrePlayerDraw(pl)
render_ModelMaterialOverride(matSkin)
render_SetColorModulation(0.16, 0.3, 0.12)
end
function CLASS:PostPlayerDraw(pl)
render_ModelMaterialOverride()
render_SetColorModulation(1, 1, 1)
if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection then return end
local pos, ang = pl:GetBonePositionMatrixed(14)
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