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

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CLASS.Base = "elder_ghoul"
CLASS.Wave = 4 / 6
CLASS.Name = "Noxious Ghoul"
CLASS.TranslationName = "class_noxiousghoul"
CLASS.Description = "description_noxiousghoul"
CLASS.Help = "controls_noxiousghoul"
CLASS.Health = 320
CLASS.Speed = 185
CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio
CLASS.NoPlayerColor = true
CLASS.SWEP = "weapon_zs_noxiousghoul"
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/ghoul"
CLASS.IconColor = Color(230, 130, 190)
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
local angle_zero = angle_zero
local LocalToWorld = LocalToWorld
local colGlow = Color(100, 200, 80)
local matSkin = Material("Models/humans/corpse/corpse1.vtf")
local matGlow = Material("sprites/glow04_noz")
local vecEyeLeft = Vector(4, -4.6, -1)
local vecEyeRight = Vector(4, -4.6, 1)
function CLASS:PrePlayerDraw(pl)
render.ModelMaterialOverride(matSkin)
render.SetColorModulation(0.9, 0.55, 0.9)
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(6)
if pos then
render_SetMaterial(matGlow)
render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 10, 0.5, colGlow)
render_DrawSprite(LocalToWorld(vecEyeLeft, angle_zero, pos, ang), 3, 3, colGlow)
render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 10, 0.5, colGlow)
render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 3, 3, colGlow)
end
end