//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFHunterRifle::ItemPostFrame( void )
{
	// If we're lowered, we're not allowed to fire
	if ( m_bLowered )
		return;

	// Get the owning player.
	CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
	if ( !pPlayer )
		return;

	CheckReload();

	if ( !CanAttack() )
	{
		if ( IsZoomed() )
		{
			ToggleZoom();
		}
		return;
	}

	HandleZooms();

	if ( m_flNextSecondaryAttack <= gpGlobals->curtime )
	{
		// Don't start charging in the time just after a shot before we unzoom to play rack anim.
		if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot )
		{
			m_flChargedSpread = max(m_flChargedSpread - gpGlobals->frametime * TF_WEAPON_HUNTERRIFLE_CHARGE_PER_SEC, TF_WEAPON_HUNTERRIFLE_SPREAD_MIN);
		}
		else
		{
			m_flChargedSpread = min(TF_WEAPON_HUNTERRIFLE_SPREAD_MAX, m_flChargedSpread + gpGlobals->frametime * TF_WEAPON_HUNTERRIFLE_UNCHARGE_PER_SEC);
		}
	}

	// Fire.
	if ( pPlayer->m_nButtons & IN_ATTACK )
	{
		Fire( pPlayer );
	}

	//  Reload pressed / Clip Empty
	if ( ( pPlayer->m_nButtons & IN_RELOAD ) && !m_bInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}

	// Idle.
	if ( !( ( pPlayer->m_nButtons & IN_ATTACK) || ( pPlayer->m_nButtons & IN_ATTACK2 ) ) )
	{
		// No fire buttons down or reloading
		if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
		{
			WeaponIdle();
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ItemPostFrame( void )
{
	// If we're lowered, we're not allowed to fire
	if ( m_bLowered )
		return;

	// Get the owning player.
	CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
	if ( !pPlayer )
		return;

	if ( !CanAttack() )
	{
		if ( IsZoomed() )
		{
			ToggleZoom();
		}
		return;
	}

	HandleZooms();

#ifdef GAME_DLL
	// Update the sniper dot position if we have one
	if ( m_hSniperDot )
	{
		UpdateSniperDot();
	}
#endif

	// Start charging when we're zoomed in, and allowed to fire
	if ( pPlayer->m_Shared.IsJumping() )
	{
		// Unzoom if we're jumping
		if ( IsZoomed() )
		{
			ToggleZoom();
		}

		m_flChargedDamage = 0.0f;
		m_bRezoomAfterShot = false;
	}
	else if ( m_flNextSecondaryAttack <= gpGlobals->curtime )
	{
		// Don't start charging in the time just after a shot before we unzoom to play rack anim.
		if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot )
		{
			m_flChargedDamage = min( m_flChargedDamage + gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
		}
		else
		{
			m_flChargedDamage = max( 0, m_flChargedDamage - gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC );
		}
	}

	// Fire.
	if ( pPlayer->m_nButtons & IN_ATTACK )
	{
		Fire( pPlayer );
	}

	// Idle.
	if ( !( ( pPlayer->m_nButtons & IN_ATTACK) || ( pPlayer->m_nButtons & IN_ATTACK2 ) ) )
	{
		// No fire buttons down or reloading
		if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
		{
			WeaponIdle();
		}
	}
}