CLASS.Name = "Zombie Legs"

CLASS.TranslationName = "class_zombie_legs"

CLASS.Description = "description_zombie_legs"



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

CLASS.NoHead = true



CLASS.Wave = 0

CLASS.Threshold = 0

CLASS.Unlocked = true

CLASS.Hidden = true



CLASS.Health = 100

CLASS.Speed = 170

CLASS.JumpPower = 250



CLASS.Points = 1



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

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

CLASS.ViewOffset = Vector(0, 0, 32)

CLASS.ViewOffsetDucked = Vector(0, 0, 32)

CLASS.Mass = DEFAULT_MASS * 0.5

CLASS.CrouchedWalkSpeed = 1



CLASS.CantDuck = true



CLASS.CanFeignDeath = true



CLASS.VoicePitch = 0.65



CLASS.SWEP = "weapon_zs_zombielegs"



if SERVER then

	function CLASS:OnSpawned(pl)

		local status = pl:GiveStatus("overridemodel")

		if status and status:IsValid() then

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

		end

	end



	function CLASS:AltUse(pl)

		local feigndeath = pl.FeignDeath

		if feigndeath and feigndeath:IsValid() then

			if CurTime() >= feigndeath:GetStateEndTime() then

				feigndeath:SetState(1)

				feigndeath:SetStateEndTime(CurTime() + 1.5)

			end

		elseif pl:IsOnGround() and not pl:KeyDown(IN_FORWARD) and not pl:KeyDown(IN_MOVERIGHT) and not pl:KeyDown(IN_MOVELEFT) and not pl:KeyDown(IN_BACK) then

			local wep = pl:GetActiveWeapon()

			if wep:IsValid() and not wep:IsSwinging() and CurTime() > wep:GetNextPrimaryFire() then

				local status = pl:GiveStatus("feigndeath")

				if status and status:IsValid() then

					status:SetStateEndTime(CurTime() + 1.5)

				end

			end

		end

	end

end



--[[function CLASS:ScalePlayerDamage(pl, hitgroup, dmginfo)

	--if hitgroup ~= HITGROUP_LEFTLEG and hitgroup ~= HITGROUP_RIGHTLEG and hitgroup ~= HITGROUP_GEAR and hitgroup ~= HITGROUP_GENERIC then

	if dmginfo:GetDamagePosition().z > pl:GetPos().z + 48 then

		dmginfo:SetDamage(0)

		dmginfo:ScaleDamage(0)

	end



	return true

end]]



function CLASS:Move(pl, mv)

	local wep = pl:GetActiveWeapon()

	if wep.Move and wep:Move(mv) then

		return true

	end

end



function CLASS:ShouldDrawLocalPlayer(pl)

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

	if iFoot == 0 then

		if mathrandom() < 0.15 then

			pl:EmitSound("Zombie.ScuffLeft")

		else

			pl:EmitSound("Zombie.FootstepLeft")

		end

	else

		if mathrandom() < 0.15 then

			pl:EmitSound("Zombie.ScuffRight")

		else

			pl:EmitSound("Zombie.FootstepRight")

		end

	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:CalcMainActivity(pl, velocity)

	local feign = pl.FeignDeath

	if feign and feign:IsValid() then

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

	elseif velocity:Length2D() <= 0.5 then

		pl.CalcIdeal = ACT_HL2MP_IDLE_ZOMBIE

	else

		pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE

	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 * 0.75, 3))

	else

		pl:SetPlaybackRate(1)

	end



	return true

end



if not CLIENT then return end



CLASS.Icon = "zombiesurvival/killicons/legs"



-- This whole point of this is to stop drawing decals on the upper part of the model. It doesn't actually do anything to the visible model.

local undo = false

function CLASS:PrePlayerDraw(pl)

	local boneid = pl:LookupBone("ValveBiped.Bip01_Spine")

	if boneid and boneid > 0 then

		local pos, ang = pl:GetBonePosition(boneid)

		if pos then

			local normal = ang:Forward() * -1

			render.EnableClipping(true)

			render.PushCustomClipPlane(normal, normal:Dot(pos))

			undo = true

		end

	end

end



function CLASS:PostPlayerDraw(pl)

	if undo then

		render.PopCustomClipPlane()

		render.EnableClipping(false)

	end

end



function CLASS:BuildBonePositions(pl)

	local desired



	local bone = "ValveBiped.Bip01_L_Thigh"



	local wep = pl:GetActiveWeapon()

	if wep:IsValid() then

		if wep.GetSwingEndTime and wep:GetSwingEndTime() > 0 then

			desired = 1 - math.Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1)

		end



		if wep:GetDTBool(3) then

			bone = "ValveBiped.Bip01_R_Thigh"

		end

	end



	desired = desired or 0



	if desired > 0 then

		pl.m_KickDelta = CosineInterpolation(0, 1, desired)

	else

		pl.m_KickDelta = math.Approach(pl.m_KickDelta or 0, desired, FrameTime() * 4)

	end



	local boneid = pl:LookupBone(bone)

	if boneid and boneid > 0 then

		pl:ManipulateBoneAngles(boneid, pl.m_KickDelta * Angle(bone == "ValveBiped.Bip01_L_Thigh" and 0 or 20, -110, 30))

	end

end

