CLASS.Name = "Flesh Creeper"

CLASS.TranslationName = "class_flesh_creeper"

CLASS.Description = "description_flesh_creeper"

CLASS.Help = "controls_flesh_creeper"



CLASS.Wave = 0

CLASS.Hidden = true

CLASS.Unlocked = true

CLASS.Health = 100

CLASS.SWEP = "weapon_zs_fleshcreeper"

CLASS.Model = Model("models/antlion.mdl")

CLASS.Speed = 175



CLASS.Points = 4



CLASS.VoicePitch = 0.55



CLASS.PainSounds = {Sound("npc/barnacle/barnacle_pull1.wav"), Sound("npc/barnacle/barnacle_pull2.wav"), Sound("npc/barnacle/barnacle_pull3.wav"), Sound("npc/barnacle/barnacle_pull4.wav")}

CLASS.DeathSounds = {Sound("npc/barnacle/barnacle_die1.wav"), Sound("npc/barnacle/barnacle_die2.wav")}



CLASS.ModelScale = 0.65

--[[CLASS.ModelScale = 0.6324555

CLASS.ClientsideModelScale = 0.4 / CLASS.ModelScale]]



CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 48)}

CLASS.HullDuck = {Vector(-16, -16, 0), Vector(16, 16, 48)}



CLASS.Hull[1].x = -16

CLASS.Hull[2].x = 16

CLASS.Hull[1].y = -16

CLASS.Hull[2].y = 16

CLASS.HullDuck[1].x = -16

CLASS.HullDuck[2].x = 16

CLASS.HullDuck[1].y = -16

CLASS.HullDuck[2].y = 16



CLASS.ViewOffset = Vector(0, 0, 40)

CLASS.ViewOffsetDucked = Vector(0, 0, 10)



function CLASS:CanUse(pl)

	return GAMEMODE:GetDynamicSpawning() and not GAMEMODE.ZombieEscape

end



function CLASS:Move(pl, mv)

	local wep = pl:GetActiveWeapon()

	if wep:IsValid() and wep.IsInAttackAnim and (wep:IsInAttackAnim() or wep:GetHoldingRightClick()) then

		mv:SetMaxSpeed(0)

		mv:SetMaxClientSpeed(0)



		return true

	end



	if mv:GetForwardSpeed() <= 0 then

		mv:SetMaxSpeed(mv:GetMaxSpeed() * 0.45)

		mv:SetMaxClientSpeed(mv:GetMaxClientSpeed() * 0.45)

	end

end



function CLASS:CalcMainActivity(pl, velocity)

	local wep = pl:GetActiveWeapon()

	if wep:IsValid() and wep.IsInAttackAnim then

		if wep:IsInAttackAnim() then

			pl.CalcSeqOverride = 14

			return true

		elseif wep:GetHoldingRightClick() then

			pl.CalcSeqOverride = 21

			return true

		end

	end



	if velocity:Length2D() > 0.5 then

		--[[if pl:Crouching() and pl:OnGround() then

			pl.CalcSeqOverride = 17

		else]]

			pl.CalcSeqOverride = 4

		--[[end

	elseif pl:Crouching() and pl:OnGround() then

		pl.CalcSeqOverride = 40]]

	else

		pl.CalcSeqOverride = 2

	end



	return true

end



function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)

	pl:FixModelAngles(velocity)



	local wep = pl:GetActiveWeapon()

	if wep:IsValid() and wep.IsInAttackAnim then

		if wep:IsInAttackAnim() then

			pl:SetPlaybackRate(0)

			pl:SetCycle((1 - (wep:GetAttackAnimTime() - CurTime()) / wep.Primary.Delay))



			return true

		elseif wep:GetHoldingRightClick() then

			pl:SetPlaybackRate(0)



			local delta = CurTime() - wep:GetRightClickStart()

			if delta > 1 then

				--pl:SetCycle(0.333 + (delta * 3 % 1) * 0.2)

				pl:SetCycle(0.5 + math.sin(delta * 12) * 0.05)

			else

				--pl:SetCycle(delta / 3)

				pl:SetCycle(delta / 2)

			end



			return true

		end

	end



	if velocity:Length2D() >= 16 then

		GAMEMODE.BaseClass.UpdateAnimation(GAMEMODE.BaseClass, pl, velocity, maxseqgroundspeed)



		--[[local dir = Vector()

		dir:Set(velocity)

		dir.z = 0

		dir:Normalize()

		local aimdir = pl:GetAimVector()

		aimdir.z = 0

		aimdir:Normalize()



		if dir:Dot(aimdir) >= 0.5 then

			pl:SetPlaybackRate(pl:GetPlaybackRate() / self.ModelScale / 2)

		else]]

			pl:SetPlaybackRate(pl:GetPlaybackRate() / self.ModelScale)

		--end



		--[[if pl:Crouching() then

			pl:SetPoseParameter("move_yaw", 0)

		end]]



		return true

	end



	--[[if pl:Crouching() then

		pl:SetCycle(0.5 + math.sin(CurTime() * 2) * 0.025)

		pl:SetPlaybackRate(0)



		return true

	end]]



	return true

end



function CLASS:DoAnimationEvent(pl, event, data)

	if event == PLAYERANIMEVENT_ATTACK_PRIMARY then

		return ACT_INVALID

	end

end



function CLASS:CreateMove(pl, cmd)

	local wep = pl:GetActiveWeapon()

	if wep:IsValid() and wep.IsSwinging and wep:IsSwinging() and bit.band(cmd:GetButtons(), IN_JUMP) ~= 0 then

		cmd:SetButtons(cmd:GetButtons() - IN_JUMP)

	end

end



local FootSounds = {

	"npc/zombie/foot1.wav",

	"npc/zombie/foot2.wav",

	"npc/zombie/foot3.wav"

}

local mathrandom = math.random

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

	pl:EmitSound(FootSounds[mathrandom(#FootSounds)], 65, math.random(105, 115))



	return true

end



if SERVER then

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

		local ent = pl:FakeDeath(pl:LookupSequence("Flip1"), self.ModelScale, math.Rand(0.45, 0.5))

		if ent:IsValid() then

			ent:SetMaterial("models/flesh")

		end



		return true

	end

end



if not CLIENT then return end



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



local matFlesh = Material("models/flesh")

function CLASS:PrePlayerDraw(pl)

	render.ModelMaterialOverride(matFlesh)

end



function CLASS:PostPlayerDraw(pl)

	render.ModelMaterialOverride()

end



function CLASS:ShouldDrawLocalPlayer()

	return true

end

