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