CLASS.Base = "shadow_walker" CLASS.Name = "Frigid Revenant" CLASS.TranslationName = "class_frigid_revenant" CLASS.Description = "description_frigid_revenant" CLASS.Help = "controls_frigid_revenant" CLASS.SWEP = "weapon_zs_frigidrevenant" CLASS.Wave = 4 / 6 CLASS.Health = 300 CLASS.Speed = 180 CLASS.Points = CLASS.Health/GM.HumanoidZombiePointRatio CLASS.ResistFrost = true CLASS.Skeletal = true if not CLIENT then return end CLASS.Icon = "zombiesurvival/killicons/skeletal_walker" CLASS.IconColor = Color(50, 90, 135) local render_SetBlend = render.SetBlend 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(200, 175, 255) local matGlow = Material("sprites/glow04_noz") local matBlack = CreateMaterial("shadowlurkersheet", "UnlitGeneric", {["$basetexture"] = "Tools/toolsblack", ["$model"] = 1}) local vecEyeLeft = Vector(5, -3.5, -1) local vecEyeRight = Vector(5, -3.5, 1) function CLASS:PrePlayerDraw(pl) render_SetBlend(0.85) render_SetColorModulation(0.6, 0.3, 0.8) end function CLASS:PostPlayerDraw(pl) render_SetBlend(1) render_SetColorModulation(1, 1, 1) end function CLASS:PrePlayerDrawOverrideModel(pl) render_ModelMaterialOverride(matBlack) end function CLASS:PostPlayerDrawOverrideModel(pl) render_ModelMaterialOverride(nil) 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), 4, 4, colGlow) render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 10, 0.5, colGlow) render_DrawSprite(LocalToWorld(vecEyeRight, angle_zero, pos, ang), 4, 4, colGlow) end end