include("shared.lua") 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(70, 200, 70) local matGlow = Material("sprites/glow04_noz") local vecEyeLeft = Vector(5, -4, -1.2) local vecEyeRight = Vector(5, -4, 1.2) CLASS.Icon = "zombiesurvival/killicons/bloatedzombie" CLASS.IconColor = Color(10, 94, 0) local matSkin = Material("Models/Barnacle/barnacle_sheet") function CLASS:PrePlayerDraw(pl) render_ModelMaterialOverride(matSkin) render_SetColorModulation(0.16, 0.3, 0.12) 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(14) 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