CLASS.Name = "The Butcher"

CLASS.TranslationName = "class_butcher"

CLASS.Description = "description_butcher"

CLASS.Help = "controls_butcher"



CLASS.Wave = 0

CLASS.Threshold = 0

CLASS.Unlocked = true

CLASS.Hidden = true

CLASS.Boss = true



CLASS.Health = 750

CLASS.Speed = 190



CLASS.CanTaunt = true



CLASS.FearPerInstance = 1



CLASS.Points = 30



CLASS.SWEP = "weapon_zs_butcherknifez"



CLASS.Model = Model("models/player/corpse1.mdl")



CLASS.VoicePitch = 0.65



CLASS.PainSounds = {"npc/zombie/zombie_pain1.wav", "npc/zombie/zombie_pain2.wav", "npc/zombie/zombie_pain3.wav", "npc/zombie/zombie_pain4.wav", "npc/zombie/zombie_pain5.wav", "npc/zombie/zombie_pain6.wav"}

CLASS.DeathSounds = {"npc/zombie/zombie_die1.wav", "npc/zombie/zombie_die2.wav", "npc/zombie/zombie_die3.wav"}



local ACT_HL2MP_SWIM_MELEE = ACT_HL2MP_SWIM_MELEE

local ACT_HL2MP_IDLE_CROUCH_MELEE = ACT_HL2MP_IDLE_CROUCH_MELEE

local ACT_HL2MP_WALK_CROUCH_MELEE = ACT_HL2MP_WALK_CROUCH_MELEE

local ACT_HL2MP_IDLE_MELEE = ACT_HL2MP_IDLE_MELEE

local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE

local ACT_HL2MP_RUN_MELEE = ACT_HL2MP_RUN_MELEE

local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE



local mathrandom = math.random

local StepLeftSounds = {

	"npc/fast_zombie/foot1.wav",

	"npc/fast_zombie/foot2.wav"

}

local StepRightSounds = {

	"npc/fast_zombie/foot3.wav",

	"npc/fast_zombie/foot4.wav"

}

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

	if iFoot == 0 then

		pl:EmitSound(StepLeftSounds[mathrandom(#StepLeftSounds)], 70)

	else

		pl:EmitSound(StepRightSounds[mathrandom(#StepRightSounds)], 70)

	end



	return true

end



function CLASS:CalcMainActivity(pl, velocity)

	if pl:WaterLevel() >= 3 then

		pl.CalcIdeal = ACT_HL2MP_SWIM_MELEE

		return true

	end



	local swinging = false

	local wep = pl:GetActiveWeapon()

	if wep:IsValid() and CurTime() < wep:GetNextPrimaryFire() then

		swinging = true

	end



	if pl:Crouching() then

		if velocity:Length2D() <= 0.5 then

			pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_MELEE

		else

			pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_MELEE

		end

	elseif velocity:Length2D() <= 0.5 then

		if swinging then

			pl.CalcIdeal = ACT_HL2MP_IDLE_MELEE

		else

			pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE

		end

	elseif swinging then

		pl.CalcIdeal = ACT_HL2MP_RUN_MELEE

	else

		pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE

	end



	return true

end



function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)

	local len2d = velocity:Length2D()

	if len2d > 0.5 then

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

	else

		pl:SetPlaybackRate(1)

	end



	return true

end



function CLASS:DoAnimationEvent(pl, event, data)

	if event == PLAYERANIMEVENT_ATTACK_PRIMARY then

		pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, true)

		return ACT_INVALID

	end

end



if SERVER then

	function CLASS:OnSpawned(pl)

		pl:CreateAmbience("butcherambience")

	end



	local function MakeButcherKnife(pos)

		local ent = ents.Create("prop_weapon")

		if ent:IsValid() then

			ent:SetPos(pos)

			ent:SetAngles(AngleRand())

			ent:SetWeaponType("weapon_zs_butcherknife")

			ent:Spawn()



			local phys = ent:GetPhysicsObject()

			if phys:IsValid() then

				phys:Wake()

				phys:SetVelocityInstantaneous(VectorRand():GetNormalized() * math.Rand(24, 100))

				phys:AddAngleVelocity(VectorRand() * 200)

			end

		end

	end



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

		local pos = pl:LocalToWorld(pl:OBBCenter())

		timer.Simple(0, function()

			MakeButcherKnife(pos)

		end)

	end

end



if not CLIENT then return end



--CLASS.Icon = "zombiesurvival/killicons/butcher"



function CLASS:PrePlayerDraw(pl)

	render.SetColorModulation(1, 0.5, 0.5)

end



function CLASS:PostPlayerDraw(pl)

	render.SetColorModulation(1, 1, 1)

end

