zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/zombieclasses/frigid_revenant.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

67 lines
2 KiB
Lua

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