--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| 	Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]


--[[---------------------------------------------------------
	Name: gamemode:PlayerTraceAttack( )
	Desc: A bullet has been fired and hit this player
		 Return true to completely override internals
-----------------------------------------------------------]]
function GM:PlayerTraceAttack( ply, dmginfo, dir, trace )

	return false

end

--[[---------------------------------------------------------
	Name: gamemode:SetPlayerSpeed( )
	Desc: Sets the player's run/walk speed
-----------------------------------------------------------]]
function GM:SetPlayerSpeed( ply, walk, run )

	ply:SetWalkSpeed( walk )
	ply:SetRunSpeed( run )

end

--[[---------------------------------------------------------
	Name: gamemode:PlayerFootstep( ply, vPos, iFoot, strSoundName, fVolume, pFilter )
	Desc: Called when a player steps
		pFilter is the recipient filter to use for effects/sounds
			and is only valid SERVERSIDE. Clientside needs no filter!
		Return true to not play normal sound
-----------------------------------------------------------]]
function GM:PlayerFootstep( ply, vPos, iFoot, strSoundName, fVolume, pFilter )
	if ( IsValid( ply ) and !ply:Alive() ) then
		return true
	end

	--[[
	-- Draw effect on footdown
	local effectdata = EffectData()
		effectdata:SetOrigin( vPos )
	util.Effect( "phys_unfreeze", effectdata, true, pFilter )
	--]]

	--[[
	-- Don't play left foot
	if ( iFoot == 0 ) then return true end
	--]]

end

--[[---------------------------------------------------------
	Name: gamemode:PlayerStepSoundTime( ply, iType, bWalking )
	Desc: Return the time between footsteps
-----------------------------------------------------------]]
function GM:PlayerStepSoundTime( ply, iType, bWalking )

	local fStepTime = 350
	local fMaxSpeed = ply:GetMaxSpeed()

	if ( iType == STEPSOUNDTIME_NORMAL || iType == STEPSOUNDTIME_WATER_FOOT ) then

		if ( fMaxSpeed <= 100 ) then
			fStepTime = 400
		elseif ( fMaxSpeed <= 300 ) then
			fStepTime = 350
		else
			fStepTime = 250
		end

	elseif ( iType == STEPSOUNDTIME_ON_LADDER ) then

		fStepTime = 450

	elseif ( iType == STEPSOUNDTIME_WATER_KNEE ) then

		fStepTime = 600

	end

	-- Step slower if crouching
	if ( ply:Crouching() ) then
		fStepTime = fStepTime + 50
	end

	return fStepTime

end

--[[---------------------------------------------------------
	Name: gamemode:PlayerNoClip( player, bool )
	Desc: Player pressed the noclip key, return true if
		 the player is allowed to noclip, false to block
-----------------------------------------------------------]]
function GM:PlayerNoClip( pl, on )
	if ( !on ) then return true end
	-- Allow noclip if we're in single player and living
	return game.SinglePlayer() && IsValid( pl ) && pl:Alive()

end

--
-- FindUseEntity
--
function GM:FindUseEntity( ply, ent )

	-- ent is what the game found to use by default
	-- return what you REALLY want it to use

	-- Simple fix to allow entities inside playerclip brushes to be used. Necessary for c1a0c map in Half-Life: Source 
	if ( !IsValid( ent ) ) then
		local traceEnt = util.TraceLine( {
			start = ply:GetShootPos(),
			endpos = ply:GetShootPos() + ply:GetAimVector() * 72,
			filter = ply
		} ).Entity
		if ( IsValid( traceEnt ) ) then return traceEnt end
	end

	return ent

end

--
-- Player tick
--
function GM:PlayerTick( ply, mv )
end

--
-- Player is switching weapon. Return true to prevent the switch.
--
function GM:PlayerSwitchWeapon( ply, oldwep, newwep )

	return false

end
