void CWeaponMP5::PrimaryAttack( void )
{
	const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
	CSDKPlayer *pPlayer = GetPlayerOwner();

	float flCycleTime = pWeaponInfo.m_flCycleTime;

	bool bPrimaryMode = true;

	float flSpread = 0.01f;

	// more spread when jumping
	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		flSpread = 0.05f;
	
	pPlayer->m_iShotsFired++;

	// Out of ammo?
	if ( m_iClip1 <= 0 )
	{
		if (m_bFireOnEmpty)
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
		}
	}

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	m_iClip1--;

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	FX_FireBullets(
		pPlayer->entindex(),
		pPlayer->Weapon_ShootPosition(),
		pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
		GetWeaponID(),
		bPrimaryMode?Primary_Mode:Secondary_Mode,
		CBaseEntity::GetPredictionRandomSeed() & 255,
		flSpread );

	pPlayer->DoMuzzleFlash();
	
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;

	if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
	}

	// start idle animation in 5 seconds
	SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
}
void CWeaponShotgun::PrimaryAttack()
{
	CSDKPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	// don't fire underwater
	if (pPlayer->GetWaterLevel() == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
		return;
	}

	// Out of ammo?
	if ( m_iClip1 <= 0 )
	{
		Reload();
		if ( m_iClip1 == 0 )
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
		}

		return;
	}

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	m_iClip1--;
	pPlayer->DoMuzzleFlash();

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	// Dispatch the FX right away with full accuracy.
	FX_FireBullets( 
		pPlayer->entindex(),
		pPlayer->Weapon_ShootPosition(), 
		pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), 
		GetWeaponID(),
		Primary_Mode,
		CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
		0.0675 );

	if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
	}

	if (m_iClip1 != 0)
		m_flPumpTime = gpGlobals->curtime + 0.5;

	m_flNextPrimaryAttack = gpGlobals->curtime + 0.875;
	m_flNextSecondaryAttack = gpGlobals->curtime + 0.875;
	if (m_iClip1 != 0)
		SetWeaponIdleTime( gpGlobals->curtime + 2.5 );
	else
		SetWeaponIdleTime( gpGlobals->curtime + 0.875 );
	m_fInSpecialReload = 0;

	// Update punch angles.
	QAngle angle = pPlayer->GetPunchAngle();

	if ( pPlayer->GetFlags() & FL_ONGROUND )
	{
		angle.x -= SharedRandomInt( "ShotgunPunchAngleGround", 4, 6 );
	}
	else
	{
		angle.x -= SharedRandomInt( "ShotgunPunchAngleAir", 8, 11 );
	}

	pPlayer->SetPunchAngle( angle );
}