//-----------------------------------------------------------------------------
// Purpose: 
// Input  : event - 
//-----------------------------------------------------------------------------
void CHL2MPPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
	Activity iGestureActivity = ACT_INVALID;

	switch( event )
	{
	case PLAYERANIMEVENT_ATTACK_PRIMARY:
		{
			// Weapon primary fire.
			if ( m_pHL2MPPlayer->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
			else
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE );

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}

	case PLAYERANIMEVENT_VOICE_COMMAND_GESTURE:
		{
			if ( !IsGestureSlotActive( GESTURE_SLOT_ATTACK_AND_RELOAD ) )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, (Activity)nData );

			break;
		}
	case PLAYERANIMEVENT_ATTACK_SECONDARY:
		{
			// Weapon secondary fire.
			if ( m_pHL2MPPlayer->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
			else
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_SECONDARYFIRE );

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}
	case PLAYERANIMEVENT_ATTACK_PRE:
		{
			if ( m_pHL2MPPlayer->GetFlags() & FL_DUCKING ) 
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc in crouch.
				iGestureActivity = ACT_MP_ATTACK_CROUCH_PREFIRE;
			}
			else
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc.
				iGestureActivity = ACT_MP_ATTACK_STAND_PREFIRE;
			}

			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, iGestureActivity, false );

			break;
		}
	case PLAYERANIMEVENT_ATTACK_POST:
		{
			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_POSTFIRE );
			break;
		}

	case PLAYERANIMEVENT_RELOAD:
		{
			// Weapon reload.
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH );
			else
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND );
			break;
		}
	case PLAYERANIMEVENT_RELOAD_LOOP:
		{
			// Weapon reload.
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_LOOP );
			else
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_LOOP );
			break;
		}
	case PLAYERANIMEVENT_RELOAD_END:
		{
			// Weapon reload.
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_END );
			else
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_END );
			break;
		}
	default:
		{
			BaseClass::DoAnimationEvent( event, nData );
			break;
		}
	}

#ifdef CLIENT_DLL
	// Make the weapon play the animation as well
	if ( iGestureActivity != ACT_INVALID )
	{
		CBaseCombatWeapon *pWeapon = GetHL2MPPlayer()->GetActiveWeapon();
		if ( pWeapon )
		{
			pWeapon->EnsureCorrectRenderingModel();
			pWeapon->SendWeaponAnim( iGestureActivity );
			// Force animation events!
			pWeapon->ResetEventsParity();		// reset event parity so the animation events will occur on the weapon. 
			pWeapon->DoAnimationEvents( pWeapon->GetModelPtr() );
		}
	}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : event - 
//-----------------------------------------------------------------------------
void CSDKPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
	Activity iGestureActivity = ACT_INVALID;

	switch( event )
	{
	case PLAYERANIMEVENT_ATTACK_PRIMARY:
		{
			// Weapon primary fire.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_PRONE_PRIMARYFIRE );
			}
			else
#endif //SDK_USE_PRONE
			if ( m_pSDKPlayer->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE );
			}

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}

	case PLAYERANIMEVENT_VOICE_COMMAND_GESTURE:
		{
			if ( !IsGestureSlotActive( GESTURE_SLOT_ATTACK_AND_RELOAD ) )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, (Activity)nData );
			}
			iGestureActivity = ACT_VM_IDLE; //TODO?
			break;
		}
	case PLAYERANIMEVENT_ATTACK_SECONDARY:
		{
			// Weapon secondary fire.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_PRONE_SECONDARYFIRE );
			}
			else
#endif //SDK_USE_PRONE
			if ( m_pSDKPlayer->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_SECONDARYFIRE );
			}

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}
	case PLAYERANIMEVENT_ATTACK_PRE:
		{
			if ( m_pSDKPlayer->GetFlags() & FL_DUCKING ) 
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc in crouch.
				iGestureActivity = ACT_MP_ATTACK_CROUCH_PREFIRE;
			}
			else
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc.
				iGestureActivity = ACT_MP_ATTACK_STAND_PREFIRE;
			}

			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, iGestureActivity, false );
			iGestureActivity = ACT_VM_IDLE; //TODO?

			break;
		}
	case PLAYERANIMEVENT_ATTACK_POST:
		{
			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_POSTFIRE );
			iGestureActivity = ACT_VM_IDLE; //TODO?
			break;
		}

	case PLAYERANIMEVENT_RELOAD:
		{
			// Weapon reload.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_PRONE );
			}
			else
#endif //SDK_USE_PRONE
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND );
			}
			iGestureActivity = ACT_VM_RELOAD; //Make view reload if it isn't already
			break;
		}
	case PLAYERANIMEVENT_RELOAD_LOOP:
		{
			// Weapon reload.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_PRONE_LOOP );
			}
			else
#endif //SDK_USE_PRONE
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_LOOP );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_LOOP );
			}
			iGestureActivity = ACT_INVALID; //TODO: fix
			break;
		}
	case PLAYERANIMEVENT_RELOAD_END:
		{
			// Weapon reload.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_PRONE_END );
			}
			else
#endif //SDK_USE_PRONE
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_END );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_END );
			}
			iGestureActivity = ACT_INVALID; //TODO: fix
			break;
		}
#if defined ( SDK_USE_PRONE )
	case PLAYERANIMEVENT_STAND_TO_PRONE:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_MP_STAND_TO_PRONE;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no stand->prone so just idle.
		}
		break;
	case PLAYERANIMEVENT_CROUCH_TO_PRONE:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_MP_CROUCH_TO_PRONE;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no crouch->prone so just idle.
		}
		break;
	case PLAYERANIMEVENT_PRONE_TO_STAND:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_MP_PRONE_TO_STAND;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no prone->stand so just idle.
		}
		break;
	case PLAYERANIMEVENT_PRONE_TO_CROUCH:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_MP_PRONE_TO_CROUCH;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no prone->crouch so just idle.
		}
		break;
#endif

	default:
		{
			BaseClass::DoAnimationEvent( event, nData );
			break;
		}
	}

#ifdef CLIENT_DLL
	// Make the weapon play the animation as well
	if ( iGestureActivity != ACT_INVALID && GetSDKPlayer() != CSDKPlayer::GetLocalSDKPlayer())
	{
		CBaseCombatWeapon *pWeapon = GetSDKPlayer()->GetActiveWeapon();
		if ( pWeapon )
		{
			pWeapon->EnsureCorrectRenderingModel();
			pWeapon->SendWeaponAnim( iGestureActivity );
			// Force animation events!
//			pWeapon->ResetEventsParity();		// reset event parity so the animation events will occur on the weapon. 
			pWeapon->DoAnimationEvents( pWeapon->GetModelPtr() );
		}
	}
#endif
}