//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponMedigun::ManageChargeEffect( void )
{
	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
	C_BaseEntity *pEffectOwner = this;

	if ( pLocalPlayer == NULL )
		return;

	if ( pLocalPlayer == GetTFPlayerOwner() )
	{
		pEffectOwner = pLocalPlayer->GetViewModel();
		if ( !pEffectOwner )
			return;
	}

	bool bOwnerTaunting = false;

	if ( GetTFPlayerOwner() && GetTFPlayerOwner()->m_Shared.InCond( TF_COND_TAUNTING ) == true )
	{
		bOwnerTaunting = true;
	}

	if ( GetTFPlayerOwner() && bOwnerTaunting == false && m_bHolstered == false && ( m_flChargeLevel >= 1.0f || m_bChargeRelease == true ) )
	{
		if ( m_pChargeEffect == NULL )
		{
			char *pszEffectName = NULL;

			switch( GetTFPlayerOwner()->GetTeamNumber() )
			{
			case TF_TEAM_BLUE:
				pszEffectName = "medicgun_invulnstatus_fullcharge_blue";
				break;
			case TF_TEAM_RED:
				pszEffectName = "medicgun_invulnstatus_fullcharge_red";
				break;
			case TF_TEAM_GREEN:
				pszEffectName = "medicgun_invulnstatus_fullcharge_green";
				break;
			case TF_TEAM_YELLOW:
				pszEffectName = "medicgun_invulnstatus_fullcharge_yellow";
				break;
			default:
				pszEffectName = "";
				break;
			}

			m_pChargeEffect = pEffectOwner->ParticleProp()->Create( pszEffectName, PATTACH_POINT_FOLLOW, "muzzle" );
		}

		if ( m_pChargedSound == NULL )
		{
			CLocalPlayerFilter filter;

			CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();

			m_pChargedSound = controller.SoundCreate( filter, entindex(), "WeaponMedigun.Charged" );
			controller.Play( m_pChargedSound, 1.0, 100 );
		}
	}
	else
	{
		if ( m_pChargeEffect != NULL )
		{
			pEffectOwner->ParticleProp()->StopEmission( m_pChargeEffect );
			m_pChargeEffect = NULL;
		}

		if ( m_pChargedSound != NULL )
		{
			CSoundEnvelopeController::GetController().SoundDestroy( m_pChargedSound );
			m_pChargedSound = NULL;
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Return the origin & angles for a projectile fired from the player's gun
//-----------------------------------------------------------------------------
void CTFWeaponBaseGun::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates /* = true */ )
{
	Vector vecForward, vecRight, vecUp;
	AngleVectors( pPlayer->EyeAngles(), &vecForward, &vecRight, &vecUp );

	Vector vecShootPos = pPlayer->Weapon_ShootPosition();

	// Estimate end point
	Vector endPos = vecShootPos + vecForward * 2000;	

	// Trace forward and find what's in front of us, and aim at that
	trace_t tr;

	if ( bHitTeammates )
	{
		CTraceFilterSimple filter( pPlayer, COLLISION_GROUP_NONE );
		UTIL_TraceLine( vecShootPos, endPos, MASK_SOLID, &filter, &tr );
	}
	else
	{
		CTraceFilterIgnoreTeammates filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
		UTIL_TraceLine( vecShootPos, endPos, MASK_SOLID, &filter, &tr );
	}

#ifndef CLIENT_DLL
	// Offset actual start point
	*vecSrc = vecShootPos + (vecForward * vecOffset.x) + (vecRight * vecOffset.y) + (vecUp * vecOffset.z);
#else
	// If we're seeing another player shooting the projectile, move their start point to the weapon origin
	if ( pPlayer )
	{
		C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
		if ( pLocalPlayer != pPlayer || ::input->CAM_IsThirdPerson() )
		{
			if ( pPlayer->GetActiveWeapon() )
			{
				pPlayer->GetActiveWeapon()->GetAttachment( "muzzle", *vecSrc );
			}
		}
		else
		{
			C_BaseEntity *pViewModel = pLocalPlayer->GetViewModel();

			if ( pViewModel )
			{
				QAngle vecAngles;
				int iMuzzleFlashAttachment = pViewModel->LookupAttachment( "muzzle" );
				pViewModel->GetAttachment( iMuzzleFlashAttachment, *vecSrc, vecAngles );

				Vector vForward;
				AngleVectors( vecAngles, &vForward );

				trace_t trace;	
				UTIL_TraceLine( *vecSrc + vForward * -50, *vecSrc, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &trace );

				*vecSrc = trace.endpos;
			}
		}
	}
#endif

	// Find angles that will get us to our desired end point
	// Only use the trace end if it wasn't too close, which results
	// in visually bizarre forward angles
	if ( tr.fraction > 0.1 )
	{
		VectorAngles( tr.endpos - *vecSrc, *angForward );
	}
	else
	{
		VectorAngles( endPos - *vecSrc, *angForward );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponMedigun::UpdateEffects( void )
{
	CTFPlayer *pFiringPlayer = ToTFPlayer( GetOwnerEntity() );
	if ( !pFiringPlayer )
		return;

	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
	C_BaseEntity *pEffectOwner = this;
	if ( pLocalPlayer == pFiringPlayer )
	{
		pEffectOwner = pLocalPlayer->GetViewModel();
		if ( !pEffectOwner )
			return;
	}

	// Remove all the effects
	if ( pEffectOwner )
	{
		pEffectOwner->ParticleProp()->StopEmission( m_hHealingTargetEffect.pEffect );
	}
	else
	{
		m_hHealingTargetEffect.pEffect->StopEmission();
	}
	m_hHealingTargetEffect.pTarget = NULL;
	m_hHealingTargetEffect.pEffect = NULL;

	// Don't add targets if the medic is dead
	if ( !pEffectOwner || pFiringPlayer->IsPlayerDead() || !pFiringPlayer->IsPlayerClass( TF_CLASS_MEDIC ) )
		return;

	// Add our targets
	// Loops through the healing targets, and make sure we have an effect for each of them
	if ( m_hHealingTarget )
	{
		if ( m_hHealingTargetEffect.pTarget == m_hHealingTarget )
			return;

		const char *pszEffectName;
		if (m_bChargeRelease)
		{
			switch (GetTeamNumber())
			{
			case TF_TEAM_BLUE:
				pszEffectName = "medicgun_beam_blue_invun";
				break;
			case TF_TEAM_RED:
				pszEffectName = "medicgun_beam_red_invun";
				break;
			case TF_TEAM_GREEN:
				pszEffectName = "medicgun_beam_green_invun";
				break;
			case TF_TEAM_YELLOW:
				pszEffectName = "medicgun_beam_yellow_invun";
				break;
			default:
				pszEffectName = "medicgun_beam_blue";
				break;
			}
		}
		else
		{
			switch (GetTeamNumber())
			{
			case TF_TEAM_BLUE:
				pszEffectName = "medicgun_beam_blue";
				break;
			case TF_TEAM_RED:
				pszEffectName = "medicgun_beam_red";
				break;
			case TF_TEAM_GREEN:
				pszEffectName = "medicgun_beam_green";
				break;
			case TF_TEAM_YELLOW:
				pszEffectName = "medicgun_beam_yellow";
				break;
			default:
				pszEffectName = "medicgun_beam_blue";
				break;
			}
		}


		CNewParticleEffect *pEffect = pEffectOwner->ParticleProp()->Create( pszEffectName, PATTACH_POINT_FOLLOW, "muzzle" );
		pEffectOwner->ParticleProp()->AddControlPoint( pEffect, 1, m_hHealingTarget, PATTACH_ABSORIGIN_FOLLOW, NULL, Vector(0,0,50) );

		m_hHealingTargetEffect.pTarget = m_hHealingTarget;
		m_hHealingTargetEffect.pEffect = pEffect;
	}
}