//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPointDevShotCamera::DevShotThink_Setup( void )
{
	// Move the player to the devshot camera
	CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost();
	if ( !pPlayer )
		return;

	// Hide stuff
	engine->ClientCommand( pPlayer->edict(), "developer 0" );
	engine->ClientCommand( pPlayer->edict(), "cl_drawhud 0" );
	engine->ClientCommand( pPlayer->edict(), "sv_cheats 1" );
	engine->ClientCommand( pPlayer->edict(), "god" );
	engine->ClientCommand( pPlayer->edict(), "notarget" );

	pPlayer->AddSolidFlags( FSOLID_NOT_SOLID );
	pPlayer->EnableControl(FALSE);
	pPlayer->SetViewEntity( this );
	pPlayer->SetFOV( this, m_iFOV );

	// Hide the player's viewmodel
	if ( pPlayer->GetActiveWeapon() )
	{
		pPlayer->GetActiveWeapon()->AddEffects( EF_NODRAW );
	}

	DispatchUpdateTransmitState();

	// Now take the shot next frame
	SetThink( &CPointDevShotCamera::DevShotThink_TakeShot );
	SetNextThink( gpGlobals->curtime );
}