--use this to determine if you want this human to be harmed or not, returns boolean

function checkTeams(otherHuman)
	return not (sameTeam(otherHuman) and not FriendlyFire)
end

function onHandleTouched(part)
	if not AttackDamaging then return end
	if part:IsDescendantOf(Tool.Parent) then return end
	
	if part.Parent and part.Parent:FindFirstChild("Humanoid") then
		local human = part.Parent.Humanoid
		if checkTeams(human) and not contains(AttackVictims, human) then
			tagHuman(human)
			table.insert(AttackVictims, human)
			human:TakeDamage(AttackDamage)
		end
	end
end

function onProjectileTouched(part)
	if part:IsDescendantOf(Tool.Parent) then return end
	
	if part.Parent and part.Parent:FindFirstChild("Humanoid") then
		local human = part.Parent.Humanoid
		if checkTeams(human) and not contains(AttackProjectileVictims, human) then
			tagHuman(human)
			table.insert(AttackProjectileVictims, human)
			human:TakeDamage(AttackDamage)
		end
	end
end

function onLeftHold()
	Remote:FireClient(getPlayer(), "PlayAnimation", "Swing2")
	
	delay(0.1, function()
		Handle.Swing.Pitch = 0.8
		Handle.Swing:Play()
		delay(0.4, function()
			Handle.Swing.Pitch = 1
			Handle.Swing:Play()
			delay(0.3, function()
				Handle.Swing.Pitch = 1.2
				Handle.Swing:Play()
				Handle.Shot.Pitch = math.random(90, 110)/100
				Handle.Shot:Play()
			end)
		end)
	end)
	
	wait(0.8)
	
	local root = Tool.Parent:FindFirstChild("HumanoidRootPart")
	if root then
		local slash = Instance.new("Part")
		slash.CanCollide = false
		slash.FormFactor = "Custom"
		slash.TopSurface = "Smooth"
		slash.BottomSurface = "Smooth"
		slash.BrickColor = BrickColor.new("Lime green")
		slash.Size = Vector3.new(3, 0.2, 3)
		slash.CFrame = root.CFrame * CFrame.new(0, 0, -3) * CFrame.Angles(0, 0, math.pi/2)
		
		Instance.new("CylinderMesh", slash)
		
		local bv = Instance.new("BodyVelocity")
		bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
		bv.velocity = root.CFrame.lookVector * AttackProjectileSpeed
		bv.Parent = slash
		
		local spark = Instance.new("Fire")
		spark.Color = slash.BrickColor.Color
		spark.SecondaryColor = spark.Color
		spark.Parent = slash
		
		local light = Instance.new("PointLight")
		light.Range = 16
		light.Color = slash.BrickColor.Color
		light.Parent = slash
		
		slash.Parent = workspace
		game:GetService("Debris"):AddItem(slash, 5)
		
		AttackProjectileVictims = {}
		local c = slash.Touched:connect(onProjectileTouched)
		
		wait(0.5)
		slash.Anchored = true
		slash.Transparency = 1
		c:disconnect()
		spark.Enabled = false
		light:Destroy()
	end 
end

function onLeftDown()
	if not AttackAble then return end
	AttackAble = false
	
	Remote:FireClient(getPlayer(), "PlayAnimation", "Swing1")
	
	delay(0.2, function()
		Handle.Swing.Pitch = math.random(90, 110)/100
		Handle.Swing:Play()
	end)
	
	delay(AttackWindupTime, function()
		AttackVictims = {}
		AttackDamaging = true
		delay(AttackWindow, function()
			AttackDamaging = false
		end)
	end)
	
	LeftDown = true
	local t = 0
	while LeftDown do
		t = t + Heartbeat:wait()
		if t > AttackHoldTime then
			onLeftHold()
			break
		end
	end
	
	delay(AttackRestTime, function()
		AttackAble = true
	end)
end

function onLeftUp()
	LeftDown = false
end

function onRemote(player, func, ...)
	if player ~= getPlayer() then return end
	
	if func == "LeftDown" then
		onLeftDown(...)
	elseif func == "LeftUp" then
		onLeftUp(...)
	end
end

Remote.OnServerEvent:connect(onRemote)
Handle.Touched:connect(onHandleTouched)
