CLASS.Name = "Gore Child"

CLASS.TranslationName = "class_gore_child"

CLASS.Description = "description_gore_child"

CLASS.Help = "controls_gore_child"



CLASS.Wave = 0

CLASS.Unlocked = true

CLASS.Hidden = true



CLASS.Health = 15

CLASS.Speed = 120



CLASS.Points = 0.5



CLASS.CanTaunt = true



CLASS.SWEP = "weapon_zs_gorechild"



CLASS.Model = Model("models/vinrax/player/doll_player.mdl")



CLASS.VoicePitch = 1.5



CLASS.ModelScale = 0.4



CLASS.Mass = 30

CLASS.ViewOffset = DEFAULT_VIEW_OFFSET * CLASS.ModelScale

CLASS.ViewOffsetDucked = DEFAULT_VIEW_OFFSET_DUCKED * CLASS.ModelScale

CLASS.StepSize = 8

CLASS.Hull = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 100) * CLASS.ModelScale}

CLASS.HullDuck = {Vector(-16, -16, 0) * CLASS.ModelScale, Vector(16, 16, 60) * CLASS.ModelScale}



CLASS.CanFeignDeath = true



local mathrandom = math.random

local StepLeftSounds = {

	"npc/zombie/foot1.wav",

	"npc/zombie/foot2.wav"

}

local StepRightSounds = {

	"npc/zombie/foot2.wav",

	"npc/zombie/foot3.wav"

}

function CLASS:PlayerFootstep(pl, vFootPos, iFoot, strSoundName, fVolume, pFilter)

	if iFoot == 0 then

		pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 55, 150)

	else

		pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 55, 150)

	end



	return true

end



function CLASS:CalcMainActivity(pl, velocity)

	local feign = pl.FeignDeath

	if feign and feign:IsValid() then

		if feign:GetDirection() == DIR_BACK then

			pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast")

		else

			pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE

		end

		return true

	end



	if pl:WaterLevel() >= 3 then

		pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL

	elseif pl:Crouching() then

		if velocity:Length2D() <= 0.5 then

			pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE

		else

			pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)

		end

	else

		pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE

	end



	return true

end



function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)

	local wep = pl:GetActiveWeapon()

	if not wep:IsValid() or not wep.GetSwinging then return end



	if wep:GetSwinging() then

		if not pl.PlayingFZSwing then

			pl.PlayingFZSwing = true

			pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY)

		end

	elseif pl.PlayingFZSwing then

		pl.PlayingFZSwing = false

		pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)

	end



	local feign = pl.FeignDeath

	if feign and feign:IsValid() then

		if feign:GetState() == 1 then

			pl:SetCycle(1 - math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)

		else

			pl:SetCycle(math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)

		end

		pl:SetPlaybackRate(0)

		return true

	end



	local len2d = velocity:Length2D()

	if len2d > 0.5 then

		pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed, 3))

	else

		pl:SetPlaybackRate(1)

	end



	if velocity:Length2D() >= 16 then

		pl:SetPlaybackRate(pl:GetPlaybackRate() * 1.5)

	end



	return true

end



function CLASS:PlayerStepSoundTime(pl, iType, bWalking)

	return GAMEMODE.BaseClass.PlayerStepSoundTime(GAMEMODE.BaseClass, pl, iType, bWalking) * 0.5

end



function CLASS:DoAnimationEvent(pl, event, data)

	if event == PLAYERANIMEVENT_ATTACK_PRIMARY then

		return ACT_INVALID

	end

end



function CLASS:DoesntGiveFear(pl)

	return pl.FeignDeath and pl.FeignDeath:IsValid()

end



function CLASS:PlayPainSound(pl)

	pl:EmitSound("ambient/creatures/teddy.wav", 65, math.random(140, 150))

	pl.NextPainSound = CurTime() + 0.6



	return true

end



function CLASS:PlayDeathSound(pl)

	pl:EmitSound("ambient/voices/citizen_beaten"..math.random(5)..".wav", 70, math.random(140, 150))



	return true

end



if SERVER then

	function CLASS:OnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)

		pl:FakeDeath(pl:LookupSequence("death_0"..math.random(4)), self.ModelScale)



		return true

	end



	function CLASS:PostOnKilled(pl, attacker, inflictor, suicide, headshot, dmginfo)

		pl:SetZombieClass(GAMEMODE.DefaultZombieClass)

	end



	function CLASS:AltUse(pl)

		pl:StartFeignDeath()

	end

end



--[[function CLASS:Move(pl, move)

	local mypos = move:GetOrigin()



	for _, ent in pairs(team.GetPlayers(TEAM_HUMAN)) do

		local pos = ent:GetPos()

		local dist = mypos:Distance(pos)

		if dist <= 16 then

			local dir = mypos - pos

			dir.z = 0

			dir:Normalize()

			move:SetVelocity(move:GetVelocity() + FrameTime() * 400 * (1 - dist / 16) * dir)

		end

	end

end]]



if not CLIENT then return end



function CLASS:ShouldDrawLocalPlayer(pl)

	return true

end

