CLASS.Name = "Fast Zombie"

CLASS.TranslationName = "class_fast_zombie"

CLASS.Description = "description_fast_zombie"

CLASS.Help = "controls_fast_zombie"



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



CLASS.Wave = 1 / 2

CLASS.Revives = true

CLASS.Infliction = 0.5 -- We auto-unlock this class if 50% of humans are dead regardless of what wave it is.



CLASS.Health = 125

CLASS.Speed = 260

CLASS.SWEP = "weapon_zs_fastzombie"



CLASS.Points = 4



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_FastZombie.Pain"}

CLASS.DeathSounds = {"NPC_FastZombie.Die"}



CLASS.VoicePitch = 0.75



CLASS.NoFallDamage = true

CLASS.NoFallSlowdown = true



function CLASS:Move(pl, mv)

	local wep = pl:GetActiveWeapon()

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

		return true

	end



	if mv:GetForwardSpeed() <= 0 then

		mv:SetMaxSpeed(math.min(mv:GetMaxSpeed(), 90))

		mv:SetMaxClientSpeed(math.min(mv:GetMaxClientSpeed(), 90))

	end

end



local mathrandom = math.random

local StepLeftSounds = {

	"npc/fast_zombie/foot1.wav",

	"npc/fast_zombie/foot2.wav"

}

local StepRightSounds = {

	"npc/fast_zombie/foot3.wav",

	"npc/fast_zombie/foot4.wav"

}

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

	if iFoot == 0 then

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

	else

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

	end



	return true

end

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

	if iFoot == 0 then

		pl:EmitSound("NPC_FastZombie.GallopLeft")

	else

		pl:EmitSound("NPC_FastZombie.GallopRight")

	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)

	local wep = pl:GetActiveWeapon()

	if not wep:IsValid() or not wep.GetClimbing then return end



	if wep:GetClimbing() then

		pl.CalcIdeal = ACT_ZOMBIE_CLIMB_UP

		return true

	elseif wep:GetPounceTime() > 0 then

		pl.CalcIdeal = ACT_ZOMBIE_LEAP_START

		return true

	end



	local speed = velocity:Length2D()

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

		pl.CalcIdeal = ACT_ZOMBIE_LEAPING

	elseif speed <= 0.5 and wep:IsRoaring() then

		pl.CalcSeqOverride = pl:LookupSequence("menu_zombie_01")

	else

		pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE_FAST

	end



	return true

end



function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)

	local wep = pl:GetActiveWeapon()

	if not wep:IsValid() or not wep.GetClimbing then return end



	if wep:GetSwinging() then

		if not pl.PlayingFZSwing then

			pl.PlayingFZSwing = true

			pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY)

		end

	elseif pl.PlayingFZSwing then

		pl.PlayingFZSwing = false

		pl:AnimResetGestureSlot(GESTURE_SLOT_ATTACK_AND_RELOAD) --pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_GMOD_GESTURE_RANGE_FRENZY, true)

	end



	if wep:GetClimbing() then

		local vel = pl:GetVelocity()

		local speed = vel:Length()

		if speed > 8 then

			pl:SetPlaybackRate(math.Clamp(speed / 160, 0, 1) * (vel.z < 0 and -1 or 1))

		else

			pl:SetPlaybackRate(0)

		end



		return true

	end



	if wep:GetPounceTime() > 0 then

		pl:SetPlaybackRate(0.25)



		if not pl.m_PrevFrameCycle then

			pl.m_PrevFrameCycle = true

			pl:SetCycle(0)

		end



		return true

	elseif pl.m_PrevFrameCycle then

		pl.m_PrevFrameCycle = nil

	end



	local speed = velocity:Length2D()

	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

	if speed <= 0.5 and wep:IsRoaring() then

		pl:SetPlaybackRate(0)

		pl:SetCycle(math.Clamp(1 - (wep:GetRoarEndTime() - CurTime()) / wep.RoarTime, 0, 1) * 0.9)



		return true

	end

end



function CLASS:DoAnimationEvent(pl, event, data)

	if event == PLAYERANIMEVENT_ATTACK_PRIMARY then

		return ACT_INVALID

	end

end



if SERVER then

	function CLASS:ReviveCallback(pl, attacker, dmginfo)

		if not pl.Revive and not dmginfo:GetInflictor().IsMelee and dmginfo:GetDamageType() ~= DMG_BLAST and dmginfo:GetDamageType() ~= DMG_BURN and (pl:LastHitGroup() == HITGROUP_LEFTLEG or pl:LastHitGroup() == HITGROUP_RIGHTLEG) and math.random(3) == 1 then

			local classtable = GAMEMODE.ZombieClasses["Fast Zombie Legs"]

			if classtable then

				pl:RemoveStatus("overridemodel", false, true)

				local deathclass = pl.DeathClass or pl:GetZombieClass()

				pl:SetZombieClass(classtable.Index)

				pl:DoHulls(classtable.Index, TEAM_UNDEAD)

				pl.DeathClass = deathclass



				pl:EmitSound("physics/flesh/flesh_bloody_break.wav", 100, 75)



				pl:Gib()

				pl.Gibbed = nil



				timer.Simple(0, function()

					if IsValid(pl) then

						pl:SecondWind()

					end

				end)



				return true

			end

		end



		return false

	end

end



if SERVER then return end



CLASS.Icon = "zombiesurvival/killicons/fastzombie"



function CLASS:CreateMove(pl, cmd)

	local wep = pl:GetActiveWeapon()

	if wep:IsValid() and wep.IsPouncing then

		if wep.m_ViewAngles and wep:IsPouncing() then

			local maxdiff = FrameTime() * 20

			local mindiff = -maxdiff

			local originalangles = wep.m_ViewAngles

			local viewangles = cmd:GetViewAngles()



			local diff = math.AngleDifference(viewangles.yaw, originalangles.yaw)

			if diff > maxdiff or diff < mindiff then

				viewangles.yaw = math.NormalizeAngle(originalangles.yaw + math.Clamp(diff, mindiff, maxdiff))

			end



			wep.m_ViewAngles = viewangles



			cmd:SetViewAngles(viewangles)

		--[[elseif wep:IsClimbing() then

			local buttons = cmd:GetButtons()

			if bit.band(buttons, IN_DUCK) ~= 0 then

				cmd:SetButtons(buttons - IN_DUCK)

			end]]

		end

	end

end

