Zombies now have same transparency effects as humans

+Also fixed boss text appearing when all players stop being valid
This commit is contained in:
Ben 2015-02-09 00:31:13 +00:00
parent 9250e144a7
commit 99f8ccf38e

View file

@ -476,7 +476,7 @@ function GM:PostRender()
dlight.Brightness = 0.5
dlight.Size = 2048
dlight.Decay = 900
dlight.DieTime = CurTime() + 1
dlight.DieTime = CurTime() + 2
end
end
end
@ -1361,15 +1361,15 @@ function GM:_PrePlayerDraw(pl)
if pl.status_overridemodel and pl.status_overridemodel:IsValid() and self:ShouldDrawLocalPlayer(MySelf) then -- We need to do this otherwise the player's real model shows up for some reason.
undomodelblend = true
render.SetBlend(0)
elseif MySelf:Team() == TEAM_HUMAN and pl ~= MySelf and pl:Team() == TEAM_HUMAN and not self.MedicalAura then
elseif MySelf:Team() == pl:Team() and pl ~= MySelf and not self.MedicalAura then
local radius = self.TransparencyRadius
if radius > 0 then
local eyepos = EyePos()
local dist = pl:NearestPoint(eyepos):Distance(eyepos)
if dist < radius then
local blend = math.max((dist / radius) ^ 1.4, 0.04)
local blend = math.max((dist / radius) ^ 1.4, MySelf:Team() == TEAM_HUMAN and 0.04 or 0.1)
render.SetBlend(blend)
if blend < 0.4 then
if MySelf:Team() == TEAM_HUMAN and blend < 0.4 then
render.ModelMaterialOverride(matWhite)
render.SetColorModulation(0.2, 0.2, 0.2)
shadowman = true