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

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CLASS.Base = "boss_butcher"
CLASS.Name = "The Grave Digger"
CLASS.TranslationName = "class_gravedigger"
CLASS.Description = "description_gravedigger"
CLASS.Help = "controls_gravedigger"
CLASS.Boss = true
CLASS.Health = 1600
CLASS.Speed = 200
CLASS.CanTaunt = true
CLASS.FearPerInstance = 1
CLASS.Points = 30
CLASS.SWEP = "weapon_zs_graveshovelz"
if SERVER then
function CLASS:OnSpawned(pl)
pl:CreateAmbience("gravediggerambience")
end
end
if not CLIENT then return end
CLASS.Icon = "zombiesurvival/killicons/butcher"
CLASS.IconColor = Color(100, 0, 220)
local render_SetMaterial = render.SetMaterial
local render_DrawSprite = render.DrawSprite
local angle_zero = angle_zero
local LocalToWorld = LocalToWorld
local colGlow = Color(180, 0, 255)
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.SetColorModulation(0.4, 0.1, 0.6)
end
function CLASS:PostPlayerDraw(pl)
render.SetColorModulation(1, 1, 1)
if pl == MySelf and not pl:ShouldDrawLocalPlayer() or pl.SpawnProtection 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