//-----------------------------------------------------------------------------
// Purpose: Check to see if our target has moved beyond our length
//-----------------------------------------------------------------------------
void CHarpoon::ConstrainThink( void )
{
	if ( !GetImpaledTarget() || !m_hLinkedHarpoon.Get() )
		return;

	// Moved too far away?
	float flDistSq = m_hLinkedHarpoon->GetAbsOrigin().DistToSqr( GetImpaledTarget()->GetAbsOrigin() ); 
	if ( flDistSq > m_flConstrainLength )
	{
		// Break the rope
		if ( m_hRope )
		{
			m_hRope->DetachPoint(1);
			m_hRope->DieAtNextRest();
			m_hRope = NULL;
		}

		// If we're impaling a player, remove his movement constraint
		if ( GetImpaledTarget()->IsPlayer() )
		{
			CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)GetImpaledTarget();
			pPlayer->DeactivateMovementConstraint();
		}

		SetThink( NULL );
	}
	else
	{
		SetNextThink( gpGlobals->curtime + 0.1f );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponHarpoon::DetachRope( void )
{
#if !defined( CLIENT_DLL )
	if ( m_hRope )
	{
		m_hRope->DetachPoint(1);
		m_hRope->DieAtNextRest();
		m_hRope = NULL;
	}
#endif
}