CLASS.Name = "Ghoul"

CLASS.TranslationName = "class_ghoul"

CLASS.Description = "description_ghoul"

CLASS.Help = "controls_ghoul"



CLASS.Wave = 0

CLASS.Unlocked = true



CLASS.Health = 150

CLASS.Speed = 170



CLASS.Points = 4



CLASS.CanTaunt = true



CLASS.SWEP = "weapon_zs_ghoul"



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



CLASS.VoicePitch = 0.7



CLASS.CanFeignDeath = true



function CLASS:PlayPainSound(pl)

	pl:EmitSound("npc/zombie_poison/pz_warn"..math.random(2)..".wav", 75, math.Rand(137, 143))



	return true

end



function CLASS:PlayDeathSound(pl)

	pl:EmitSound("npc/zombie_poison/pz_die2.wav", 75, math.Rand(122, 128))



	return true

end



local mathrandom = math.random

local StepSounds = {

	"npc/zombie/foot1.wav",

	"npc/zombie/foot2.wav",

	"npc/zombie/foot3.wav"

}

local ScuffSounds = {

	"npc/zombie/foot_slide1.wav",

	"npc/zombie/foot_slide2.wav",

	"npc/zombie/foot_slide3.wav"

}

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

	if mathrandom() < 0.15 then

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

	else

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

	end



	return true

end



function CLASS:PlayerStepSoundTime(pl, iType, bWalking)

	if iType == STEPSOUNDTIME_NORMAL or iType == STEPSOUNDTIME_WATER_FOOT then

		return 625 - pl:GetVelocity():Length()

	elseif iType == STEPSOUNDTIME_ON_LADDER then

		return 600

	elseif iType == STEPSOUNDTIME_WATER_KNEE then

		return 750

	end



	return 450

end



function CLASS:KnockedDown(pl, status, exists)

	pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD)

end



function CLASS:CalcMainActivity(pl, velocity)

	local feign = pl.FeignDeath

	if feign and feign:IsValid() then

		if feign:GetDirection() == DIR_BACK then

			pl.CalcSeqOverride = pl:LookupSequence("zombie_slump_rise_02_fast")

		else

			pl.CalcIdeal = ACT_HL2MP_ZOMBIE_SLUMP_RISE

		end

		return true

	end



	if pl:WaterLevel() >= 3 then

		pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL

		return true

	end



	if velocity:Length2D() <= 0.5 then

		if pl:Crouching() then

			pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE

		else

			pl.CalcIdeal = ACT_HL2MP_IDLE_ZOMBIE

		end

	elseif pl:Crouching() then

		pl.CalcIdeal = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)

	else

		pl.CalcIdeal = ACT_HL2MP_WALK_ZOMBIE_01 - 1 + math.ceil((CurTime() / 4 + pl:EntIndex()) % 3)

	end



	return true

end



function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)

	local feign = pl.FeignDeath

	if feign and feign:IsValid() then

		if feign:GetState() == 1 then

			pl:SetCycle(1 - math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)

		else

			pl:SetCycle(math.max(feign:GetStateEndTime() - CurTime(), 0) * 0.666)

		end

		pl:SetPlaybackRate(0)

		return true

	end



	local len2d = velocity:Length2D()

	if len2d > 0.5 then

		pl:SetPlaybackRate(math.min(len2d / maxseqgroundspeed * 0.666, 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



function CLASS:DoesntGiveFear(pl)

	return pl.FeignDeath and pl.FeignDeath:IsValid()

end



--[[local function CreateFlesh(pl, damage, damagepos, damagedir)

	damage = math.min(damage, 100)



	pl:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav", 74, 125 - damage * 0.50)



	if SERVER then

		local damagepos = pl:LocalToWorld(damagepos)



		for i=1, math.max(1, math.floor(damage / 15)) do

			local ent = ents.Create("projectile_poisonflesh")

			if ent:IsValid() then

				local heading = (damagedir + VectorRand() * 0.3):GetNormalized()

				ent:SetPos(damagepos + heading)

				ent:SetOwner(pl)

				ent:Spawn()

				ent:SetTeamID(TEAM_UNDEAD)

				local phys = ent:GetPhysicsObject()

				if phys:IsValid() then

					phys:Wake()

					phys:SetVelocityInstantaneous(math.min(350, 16 + damage ^ math.Rand(1.15, 1.25)) * heading)

				end

			end

		end

	end

end



function CLASS:ProcessDamage(pl, dmginfo)

	local attacker, damage = dmginfo:GetAttacker(), dmginfo:GetDamage()

	if attacker ~= pl and damage >= 5 and damage < pl:Health() and CurTime() >= (pl.m_NextGhoulEmit or 0) then

		pl.m_NextGhoulEmit = CurTime() + 0.25



		local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())

		local norm = dmginfo:GetDamageForce():GetNormalized() * -1

		timer.Simple(0, function()

			if pl:IsValid() then

				CreateFlesh(pl, damage, pos, norm)

			end

		end)

	end

end]]



if SERVER then

	function CLASS:AltUse(pl)

		pl:StartFeignDeath()

	end



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

		local damage = dmginfo:GetDamage()

		if damage >= 5 then

			local pos = pl:WorldToLocal(dmginfo:GetDamagePosition())

			local norm = dmginfo:GetDamageForce():GetNormalized() * -1

			timer.Simple(0, function()

				if pl:IsValid() then

					CreateFlesh(pl, math.max(30, damage * 2), pos, norm)

				end

			end)

		end

	end]]

end



if not CLIENT then return end



CLASS.Icon = "zombiesurvival/killicons/ghoul"

