CLASS.Name = "Poison Zombie"

CLASS.TranslationName = "class_poison_zombie"

CLASS.Description = "description_poison_zombie"

CLASS.Help = "controls_poison_zombie"



CLASS.Model = Model("models/Zombie/Poison.mdl")



CLASS.Wave = 2 / 3



CLASS.Health = 400

CLASS.Speed = 150

CLASS.SWEP = "weapon_zs_poisonzombie"



CLASS.Mass = DEFAULT_MASS * 1.5



CLASS.Points = 7



CLASS.PainSounds = {"NPC_PoisonZombie.Pain"}

CLASS.DeathSounds = {"NPC_PoisonZombie.Die"}

CLASS.VoicePitch = 0.6



CLASS.ViewOffset = Vector(0, 0, 50)

CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 64)}

CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 35)}



function CLASS:CalcMainActivity(pl, velocity)

	if velocity:Length2D() <= 0.5 then

		pl.CalcIdeal = ACT_IDLE

	else

		pl.CalcIdeal = ACT_WALK

	end



	return true

end



local mathrandom = math.random

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

	if iFoot == 0 and mathrandom(3) < 3 then

		pl:EmitSound("NPC_PoisonZombie.FootstepRight")

	else

		pl:EmitSound("NPC_PoisonZombie.FootstepLeft")

	end



	return true

end



function CLASS:PlayerStepSoundTime(pl, iType, bWalking)

	if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then

		return 365 - pl:GetVelocity():Length()

	elseif iType == STEPSOUNDTIME_ON_LADDER then

		return 300

	elseif iType == STEPSOUNDTIME_WATER_KNEE then

		return 450

	end



	return 150

end



function CLASS:DoAnimationEvent(pl, event, data)

	if event == PLAYERANIMEVENT_ATTACK_PRIMARY then

		pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MELEE_ATTACK1, true)

		return ACT_INVALID

	end

end



function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)

	pl:FixModelAngles(velocity)

end



if not CLIENT then return end



CLASS.Icon = "zombiesurvival/killicons/poisonzombie"

