CLASS.Name = "The Tickle Monster"

CLASS.TranslationName = "class_the_tickle_monster"

CLASS.Description = "description_the_tickle_monster"

CLASS.Help = "controls_the_tickle_monster"



CLASS.Wave = 0

CLASS.Threshold = 0

CLASS.Unlocked = true

CLASS.Hidden = true

CLASS.Boss = true



CLASS.Health = 1200

CLASS.Speed = 120



CLASS.FearPerInstance = 1



CLASS.CanTaunt = true



CLASS.Points = 30



CLASS.SWEP = "weapon_zs_ticklemonster"



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



CLASS.VoicePitch = 0.8



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"}



CLASS.ViewOffset = Vector(0, 0, 80)

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

CLASS.Hull = {Vector(-16, -16, 0), Vector(16, 16, 86)}

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



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_HL2MP_SWIM_PISTOL = ACT_HL2MP_SWIM_PISTOL

local ACT_HL2MP_IDLE_CROUCH_ZOMBIE = ACT_HL2MP_IDLE_CROUCH_ZOMBIE

local ACT_HL2MP_WALK_CROUCH_ZOMBIE_01 = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01

local ACT_HL2MP_RUN_ZOMBIE = ACT_HL2MP_RUN_ZOMBIE



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:CalcMainActivity(pl, velocity)

	if pl:WaterLevel() >= 3 then

		pl.CalcIdeal = ACT_HL2MP_SWIM_PISTOL

	elseif pl:Crouching() then

		if velocity:Length2D() <= 0.5 then

			pl.CalcIdeal = ACT_HL2MP_IDLE_CROUCH_ZOMBIE

		else

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

		end

	else

		pl.CalcIdeal = ACT_HL2MP_RUN_ZOMBIE

	end



	return true

end



function CLASS:UpdateAnimation(pl, velocity, maxseqgroundspeed)

	local len2d = velocity:Length2D()

	if len2d > 0.5 then

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



if SERVER then

	function CLASS:OnSpawned(pl)

		pl:CreateAmbience("ticklemonsterambience")

	end

end



if not CLIENT then return end



CLASS.Icon = "zombiesurvival/killicons/tickle"



local vecSpineOffset = Vector(10, 0, 0)

local SpineBones = {"ValveBiped.Bip01_Spine2", "ValveBiped.Bip01_Spine4", "ValveBiped.Bip01_Spine3"}

function CLASS:BuildBonePositions(pl)

	for _, bone in pairs(SpineBones) do

		local spineid = pl:LookupBone(bone)

		if spineid and spineid > 0 then

			pl:ManipulateBonePosition(spineid, vecSpineOffset)

		end

	end



	local wep = pl:GetActiveWeapon()

	if wep:IsValid() and wep.GetSwingEndTime then

		local desiredscale

		if wep:GetSwingEndTime() > 0 then

			desiredscale = 2 + (1 - math.Clamp((wep:GetSwingEndTime() - CurTime()) / wep.MeleeDelay, 0, 1)) * 10

		else

			desiredscale = 2

		end

		pl.m_TMArmLength = math.Approach(pl.m_TMArmLength or 2, desiredscale, FrameTime() * 10)



		local larmid = pl:LookupBone("ValveBiped.Bip01_L_Forearm")

		if larmid and larmid > 0 then

			pl:ManipulateBoneScale(larmid, Vector(pl.m_TMArmLength, 2, 2))

		end

		local rarmid = pl:LookupBone("ValveBiped.Bip01_R_Forearm")

		if rarmid and rarmid > 0 then

			pl:ManipulateBoneScale(rarmid, Vector(pl.m_TMArmLength, 2, 2))

		end

	end

end

