ENT.Draw not being called on SNPCS?

[lua]
function ENT:Draw()
render.SetMaterial( Material(‘sprites/light_glow02_add’) ) – Tell render what material we want, in this case the flash from the gravgun
render.DrawSprite( self:GetPos(), math.random(18,20), math.random(18,20), Color(255,0,0,155)) – Draw the sprite in the middle of the map, at 16x16 in it’s original colour with full alpha.
self:DrawModel()

end
[/lua]

My SNPC doesn’t glow D: Any way to fix this?

Correct me if I’m wrong, but SNPCs can’t have any clientside code, only serverside.

Yeah,snpcs have no clientside Lua counterpart.
You’d need to send an user message to the client telling to apply a .RenderOverride to the npc.
And from there you will draw the npc and whatever effect you want on it as if you were using its ENT:Draw().
Something like
[lua]
local mat=Material(‘sprites/light_glow02_add’)
local function CustomDrawNPC(self)
render.SetMaterial(mat)
render.DrawSprite( self:GetPos(), math.random(18,20), math.random(18,20), Color(255,0,0,155))
self:DrawModel()
end

usermessage.Hook("ApplyCustomDrawFunction", function( um )
	local ent=um:ReadEntity();
	if !IsValid(ent) then return end
	ent.RenderOverride=CustomDrawNPC;
end)

[/lua]
Also please call Material() once and store it in a variable,it’d lag everything down.