//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponBuilder::ItemPostFrame( void )
{
	CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
	if ( !pOwner )
		return;

	// Ignore input while the player's building anything
	if ( pOwner->IsBuilding() )
		return;

	// Switch away if I'm not in placement mode
	if ( m_iBuildState != BS_PLACING && m_iBuildState != BS_PLACING_INVALID )
	{
		pOwner->SwitchToNextBestWeapon( NULL );
		return;
	}

	if (( pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
	{
		PrimaryAttack();
	}

	// Allow shield post frame 
	AllowShieldPostFrame( true );

	WeaponIdle();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatBaseGrenade::ItemPostFrame( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if (!pOwner)
		return;

	AllowShieldPostFrame( !m_flStartedThrowAt );

	// Look for button downs
	if ( (pOwner->m_nButtons & IN_ATTACK) && GetShieldState() == SS_DOWN && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
	{
		m_flStartedThrowAt = gpGlobals->curtime;

		SendWeaponAnim( ACT_VM_DRAW );
	}

	// Look for button ups
	if ( (pOwner->m_afButtonReleased & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && m_flStartedThrowAt )
	{
		m_flNextPrimaryAttack = gpGlobals->curtime;
		PrimaryAttack();
		m_flStartedThrowAt = 0;
	}

	//  No buttons down?
	if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
	{
		WeaponIdle( );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Handle deploying, undeploying, firing, etc.
// TODO: Add a deploy to the firing!  Currently no reloading!
//-----------------------------------------------------------------------------
void CWeaponRocketLauncher::ItemPostFrame( void )
{
	// Get the player.
	CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
	if ( !pPlayer )
		return;

	if ( UsesClipsForAmmo1() )
	{
		CheckReload();
	}

#if !defined( CLIENT_DLL )
	if ( !HasPrimaryAmmo() && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
	{
		pPlayer->SwitchToNextBestWeapon( NULL );
	}
#endif

	// Handle Firing
	if ( GetShieldState() == SS_DOWN && !m_bInReload )
	{
		// Attempting to fire.
		if ( ( pPlayer->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
		{
			if ( m_iClip1 > 0 )
			{
				PrimaryAttack();
			}
			else
			{
				Reload();
			}
		}

		// Reload button (or fire button when we're out of ammo)
		if ( m_flNextPrimaryAttack <= gpGlobals->curtime ) 
		{
			if ( pPlayer->m_nButtons & IN_RELOAD ) 
			{
				Reload();
			}
			else if ( !((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2) || (pPlayer->m_nButtons & IN_RELOAD)) )
			{
				if ( !m_iClip1 && HasPrimaryAmmo() )
				{
					Reload();
				}
			}
		}
	}

	// Prevent shield post frame if we're not ready to attack, or we're charging
	AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatLaserRifle::ItemPostFrame( void )
{
	CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
	if (!pOwner)
		return;

	if ( UsesClipsForAmmo1() )
	{
		CheckReload();
	}

	RecalculateAccuracy();

	// Handle firing
	if ( GetShieldState() == SS_DOWN && !m_bInReload )
	{
		if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
		{
			if ( m_iClip1 > 0 )
			{
				// Fire the plasma shot
				PrimaryAttack();
			}
			else
			{
				Reload();
			}
		}

		// Reload button (or fire button when we're out of ammo)
		if ( m_flNextPrimaryAttack <= gpGlobals->curtime ) 
		{
			if ( pOwner->m_nButtons & IN_RELOAD ) 
			{
				Reload();
			}
			else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
			{
				if ( !m_iClip1 && HasPrimaryAmmo() )
				{
					Reload();
				}
			}
		}
	}

	// Prevent shield post frame if we're not ready to attack, or we're charging
	AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombat_ChargeablePlasma::ItemPostFrame( void )
{
	CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
	if (!pOwner)
		return;

	if ( UsesClipsForAmmo1() )
	{
		CheckReload();
	}

	// If burst shots are firing, ignore input
	if ( m_iBurstShotsRemaining > 0 )
	{
		if ( gpGlobals->curtime < m_flNextBurstShotTime )
			return;

		if ( m_iClip1 > 0 )
		{
			PrimaryAttack();
		}

		m_iBurstShotsRemaining--;
		m_flNextBurstShotTime = gpGlobals->curtime + BURST_FIRE_RATE;
		m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
		return;
	}

	// Handle charge firing
	if ( m_iClip1 > 0 && GetShieldState() == SS_DOWN && !m_bInReload )
	{
		if ( (pOwner->m_nButtons & IN_ATTACK ) )
		{
			if (m_bHasCharge)
			{
				if ( !m_bCharging && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
				{
					m_bCharging = true;
					m_flChargeStartTime = gpGlobals->curtime;

					// Get a lock target right now
					m_hLockTarget = GetLockTarget();
				}
			}
			else
			{
				// Fire the plasma shot
				if (m_flNextPrimaryAttack <= gpGlobals->curtime)
					PrimaryAttack();
			}
		}
		else if ( m_bCharging )
		{
			m_bCharging = false;

			// Fire the plasma shot
			PrimaryAttack();

			// We might be firing a burst shot
			if (m_bHasBurstShot)
			{
				if ( m_flPower >= (MAX_CHARGED_TIME * 0.5) )
				{
					if ( m_flPower >= MAX_CHARGED_TIME )
					{
						m_iBurstShotsRemaining = 2;
					}
					else
					{
						m_iBurstShotsRemaining = 1;
					}

					m_flNextBurstShotTime = gpGlobals->curtime + BURST_FIRE_RATE;
				}
			}
		}
	}

	// Reload button
	if ( m_iBurstShotsRemaining == 0 && !m_bCharging )
	{
		if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
		{
			Reload();
		}
	}

	// Prevent shield post frame if we're not ready to attack, or we're charging
	AllowShieldPostFrame( !m_bCharging && ((m_flNextPrimaryAttack <= gpGlobals->curtime) || m_bInReload) );
}