CLASS.Name = "Nightmare"

CLASS.TranslationName = "class_nightmare"

CLASS.Description = "description_nightmare"

CLASS.Help = "controls_nightmare"



CLASS.Wave = 0

CLASS.Threshold = 0

CLASS.Unlocked = true

CLASS.Hidden = true

CLASS.Boss = true



CLASS.Health = 2000

CLASS.Speed = 140



CLASS.CanTaunt = true



CLASS.FearPerInstance = 1



CLASS.Points = 30



CLASS.SWEP = "weapon_zs_nightmare"



CLASS.Model = Model("models/player/skeleton.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_PISTOL = ACT_HL2MP_SWIM_PISTOL

local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE

local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01

local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE



local mathrandom = math.random

local StepSounds = {

	"npc/zombie/foot1.wav",

	"npc/zombie/foot2.wav",

	"npc/zombie/foot3.wav"

}

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

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



	return true

end



function CLASS:CalcMainActivity(pl, velocity)

	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 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_GMOD_GESTURE_RANGE_ZOMBIE, true)

		return ACT_INVALID

	end

end



if SERVER then

	function CLASS:OnSpawned(pl)

		pl:CreateAmbience("nightmareambience")

	end

end



if not CLIENT then return end



CLASS.Icon = "zombiesurvival/killicons/nightmare"



local function CreateBoneOffsets(pl)

	pl.m_NightmareBoneOffsetsNext = CurTime() + math.Rand(0.02, 0.1)



	local offsets = {}

	local angs = {}

	for i=1, pl:GetBoneCount() - 1 do

		if math.random(3) == 3 then

			offsets[i] = VectorRand():GetNormalized() * math.Rand(0.5, 3)

		end

		if math.random(5) == 5 then

			angs[i] = Angle(math.Rand(-5, 5), math.Rand(-15, 15), math.Rand(-5, 5))

		end

	end

	pl.m_NightmareBoneOffsets = offsets

	pl.m_NightmareBoneAngles = angs

end



function CLASS:BuildBonePositions(pl)

	if not pl.m_NightmareBoneOffsets or CurTime() >= pl.m_NightmareBoneOffsetsNext then

		CreateBoneOffsets(pl)

	end



	local offsets = pl.m_NightmareBoneOffsets

	local angs = pl.m_NightmareBoneAngles

	for i=1, pl:GetBoneCount() - 1 do

		if offsets[i] then

			pl:ManipulateBonePosition(i, offsets[i])

		end

		if angs[i] then

			pl:ManipulateBoneAngles(i, angs[i])

		end

	end

end



function CLASS:PrePlayerDraw(pl)

	render.SetColorModulation(0.1, 0.1, 0.1)

end



function CLASS:PostPlayerDraw(pl)

	render.SetColorModulation(1, 1, 1)

end

