CLASS.Name = "Bonemesh"

CLASS.TranslationName = "class_bonemesh"

CLASS.Description = "description_bonemesh"

CLASS.Help = "controls_bonemesh"



CLASS.Wave = 0

CLASS.Threshold = 0

CLASS.Unlocked = true

CLASS.Hidden = true

CLASS.Boss = true



CLASS.Health = 1000

CLASS.Speed = 195



CLASS.FearPerInstance = 1



CLASS.Points = 30



CLASS.SWEP = "weapon_zs_bonemesh"



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



CLASS.VoicePitch = 0.8



CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 58)}

CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 32)}

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

CLASS.ViewOffsetDucked = Vector(0, 0, 24)



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 STEPSOUNDTIME_NORMAL = STEPSOUNDTIME_NORMAL

local STEPSOUNDTIME_WATER_FOOT = STEPSOUNDTIME_WATER_FOOT

local STEPSOUNDTIME_ON_LADDER = STEPSOUNDTIME_ON_LADDER

local STEPSOUNDTIME_WATER_KNEE = STEPSOUNDTIME_WATER_KNEE

local ACT_ZOMBIE_LEAPING = ACT_ZOMBIE_LEAPING

local ACT_HL2MP_RUN_ZOMBIE_FAST = ACT_HL2MP_RUN_ZOMBIE_FAST



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

	if iFoot == 0 then

		pl:EmitSound("npc/antlion_guard/foot_light1.wav", 70, math.random(115, 120))

	else

		pl:EmitSound("npc/antlion_guard/foot_light2.wav", 70, math.random(115, 120))

	end



	return true

end



function CLASS:PlayerStepSoundTime(pl, iType, bWalking)

	if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then

		return 450 - pl:GetVelocity():Length()

	elseif iType == STEPSOUNDTIME_ON_LADDER then

		return 400

	elseif iType == STEPSOUNDTIME_WATER_KNEE then

		return 550

	end



	return 250

end



function CLASS:CalcMainActivity(pl, velocity)

	if not pl:OnGround() or pl:WaterLevel() >= 3 then

		pl.CalcIdeal = ACT_ZOMBIE_LEAPING

	else

		pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE_FAST

	end



	return true

end



function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)

	if not pl:OnGround() or pl:WaterLevel() >= 3 then

		pl:SetPlaybackRate(1)



		if pl:GetCycle() >= 1 then

			pl:SetCycle(pl:GetCycle() - 1)

		end



		return true

	end

end



function CLASS:Move(pl, mv)

	if mv:GetForwardSpeed() <= 0 then

		mv:SetMaxSpeed(mv:GetMaxSpeed() * 0.33)

		mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * 0.33)

	end

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_SPECIAL, true)

		return ACT_INVALID

	end

end



if SERVER then

	function CLASS:OnSpawned(pl)

		local status = pl:GiveStatus("overridemodel")

		if status and status:IsValid() then

			status:SetModel("models/Zombie/Poison.mdl")

		end



		pl:CreateAmbience("bonemeshambience")

	end

end



if not CLIENT then return end



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

