//-----------------------------------------------------------------------------
// Hit by a friendly engineer's wrench
//-----------------------------------------------------------------------------
bool CObjectSentrygun::OnWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector vecHitPos )
{
	bool bRepair = false;
	bool bUpgrade = false;

	bRepair = Command_Repair( pPlayer/*, pWrench->GetRepairValue()*/ );

	// Don't put in upgrade metal until the object is fully healed
	if ( CanBeUpgraded( pPlayer ) )
	{
		bUpgrade = CheckUpgradeOnHit( pPlayer );
	}

	DoWrenchHitEffect( vecHitPos, bRepair, bUpgrade );

	if ( !IsUpgrading() )
	{
		// player ammo into rockets
		//	1 ammo = 1 shell
		//  2 ammo = 1 rocket
		//  only fill rockets if we have extra shells

		int iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );

		// If the sentry has less that 100% ammo, put some ammo in it
		if ( m_iAmmoShells < m_iMaxAmmoShells && iPlayerMetal > 0 )
		{
			int iMaxShellsPlayerCanAfford = (int)( (float)iPlayerMetal / tf_sentrygun_metal_per_shell.GetFloat() );

			// cap the amount we can add
			int iAmountToAdd = min( SENTRYGUN_ADD_SHELLS, iMaxShellsPlayerCanAfford );

			iAmountToAdd = min( ( m_iMaxAmmoShells - m_iAmmoShells ), iAmountToAdd );

			pPlayer->RemoveAmmo( iAmountToAdd * tf_sentrygun_metal_per_shell.GetInt(), TF_AMMO_METAL );
			m_iAmmoShells += iAmountToAdd;

			if ( iAmountToAdd > 0 )
			{
				bRepair = true;
			}
		}

		// One rocket per two ammo
		iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );

		if ( m_iAmmoRockets < m_iMaxAmmoRockets && m_iUpgradeLevel == 3 && iPlayerMetal > 0  )
		{
			int iMaxRocketsPlayerCanAfford = (int)( (float)iPlayerMetal / tf_sentrygun_metal_per_rocket.GetFloat() );

			int iAmountToAdd = min( ( SENTRYGUN_ADD_ROCKETS ), iMaxRocketsPlayerCanAfford );
			iAmountToAdd = min( ( m_iMaxAmmoRockets - m_iAmmoRockets ), iAmountToAdd );

			pPlayer->RemoveAmmo( iAmountToAdd * tf_sentrygun_metal_per_rocket.GetFloat(), TF_AMMO_METAL );
			m_iAmmoRockets += iAmountToAdd;

			if ( iAmountToAdd > 0 )
			{
				bRepair = true;
			}
		}
	}

	return ( bRepair || bUpgrade );
}
//-----------------------------------------------------------------------------
// Hit by a friendly engineer's wrench
//-----------------------------------------------------------------------------
bool CObjectSentrygun::OnWrenchHit( CTFPlayer *pPlayer )
{
	bool bDidWork = false;

	// If the player repairs it at all, we're done
	if ( GetHealth() < GetMaxHealth() )
	{
		if ( Command_Repair( pPlayer ) )
		{
			bDidWork = true;
		}
	}

	// Don't put in upgrade metal until the sentry is fully healed
	if ( !bDidWork && CanBeUpgraded( pPlayer ) )
	{
		int iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );
		int iAmountToAdd = min( tf_sentrygun_upgrade_per_hit.GetInt(), iPlayerMetal );

		if ( iAmountToAdd > ( m_iUpgradeMetalRequired - m_iUpgradeMetal ) )
			iAmountToAdd = ( m_iUpgradeMetalRequired - m_iUpgradeMetal );

		if ( tf_cheapobjects.GetBool() == false )
		{
			pPlayer->RemoveAmmo( iAmountToAdd, TF_AMMO_METAL );
		}
		m_iUpgradeMetal += iAmountToAdd;

		if ( iAmountToAdd > 0 )
		{
			bDidWork = true;
		}

		if ( m_iUpgradeMetal >= m_iUpgradeMetalRequired )
		{
			StartUpgrading();
			m_iUpgradeMetal = 0;
		}
	}

	if ( !IsUpgrading() )
	{
		// player ammo into rockets
		//	1 ammo = 1 shell
		//  2 ammo = 1 rocket
		//  only fill rockets if we have extra shells

		int iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );

		// If the sentry has less that 100% ammo, put some ammo in it
		if ( m_iAmmoShells < m_iMaxAmmoShells && iPlayerMetal > 0 )
		{
			int iMaxShellsPlayerCanAfford = (int)( (float)iPlayerMetal / tf_sentrygun_metal_per_shell.GetFloat() );

			// cap the amount we can add
			int iAmountToAdd = min( SENTRYGUN_ADD_SHELLS, iMaxShellsPlayerCanAfford );

			iAmountToAdd = min( ( m_iMaxAmmoShells - m_iAmmoShells ), iAmountToAdd );

			pPlayer->RemoveAmmo( iAmountToAdd * tf_sentrygun_metal_per_shell.GetInt(), TF_AMMO_METAL );
			m_iAmmoShells += iAmountToAdd;

			if ( iAmountToAdd > 0 )
			{
				bDidWork = true;
			}
		}

		// One rocket per two ammo
		iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );

		if ( m_iAmmoRockets < m_iMaxAmmoRockets && m_iUpgradeLevel == 3 && iPlayerMetal > 0  )
		{
			int iMaxRocketsPlayerCanAfford = (int)( (float)iPlayerMetal / tf_sentrygun_metal_per_rocket.GetFloat() );

			int iAmountToAdd = min( ( SENTRYGUN_ADD_ROCKETS ), iMaxRocketsPlayerCanAfford );
			iAmountToAdd = min( ( m_iMaxAmmoRockets - m_iAmmoRockets ), iAmountToAdd );

			pPlayer->RemoveAmmo( iAmountToAdd * tf_sentrygun_metal_per_rocket.GetFloat(), TF_AMMO_METAL );
			m_iAmmoRockets += iAmountToAdd;

			if ( iAmountToAdd > 0 )
			{
				bDidWork = true;
			}
		}
	}

	return bDidWork;
}