//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFFlameThrower::SecondaryAttack()
{
	if ( !tf2c_airblast.GetBool() )
		return;

	int iNoAirblast = 0;
	CALL_ATTRIB_HOOK_FLOAT( iNoAirblast, set_flamethrower_push_disabled );
	if ( iNoAirblast )
		return;

	// Get the player owning the weapon.
	CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
	if ( !pOwner )
		return;

	if ( !CanAttack() )
	{
		m_iWeaponState = FT_STATE_IDLE;
		return;
	}

#ifdef CLIENT_DLL
	StopFlame();
#endif

	m_iWeaponState = FT_STATE_AIRBLASTING;
	SendWeaponAnim( ACT_VM_SECONDARYATTACK );
	WeaponSound( WPN_DOUBLE );

#ifdef CLIENT_DLL
	if ( prediction->IsFirstTimePredicted() )
	{
		StartFlame();
	}
#else
	// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
	pOwner->NoteWeaponFired();

	pOwner->SpeakWeaponFire();
	CTF_GameStats.Event_PlayerFiredWeapon( pOwner, false );

	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );

	Vector vecDir;
	QAngle angDir = pOwner->EyeAngles();
	AngleVectors( angDir, &vecDir );

	const Vector vecBlastSize = Vector( 128, 128, 64 );

	// Picking max out of length, width, height for airblast distance.
	float flBlastDist = max( max( vecBlastSize.x, vecBlastSize.y ), vecBlastSize.z );

	Vector vecOrigin = pOwner->Weapon_ShootPosition() + vecDir * flBlastDist;

	CBaseEntity *pList[64];

	int count = UTIL_EntitiesInBox( pList, 64, vecOrigin - vecBlastSize, vecOrigin + vecBlastSize, 0 );

	if ( tf2c_debug_airblast.GetBool() )
	{
		NDebugOverlay::Box( vecOrigin, -vecBlastSize, vecBlastSize, 0, 0, 255, 100, 2.0 );
	}

	for ( int i = 0; i < count; i++ )
	{
		CBaseEntity *pEntity = pList[i];

		if ( !pEntity )
			continue;

		if ( pEntity == pOwner )
			continue;

		if ( !pEntity->IsDeflectable() )
			continue;

		// Make sure we can actually see this entity so we don't hit anything through walls.
		trace_t tr;
		UTIL_TraceLine( pOwner->Weapon_ShootPosition(), pEntity->WorldSpaceCenter(), MASK_SOLID, this, COLLISION_GROUP_DEBRIS, &tr );
		if ( tr.fraction != 1.0f )
			continue;


		if ( pEntity->IsPlayer() )
		{
			if ( !pEntity->IsAlive() )
				continue;

			CTFPlayer *pTFPlayer = ToTFPlayer( pEntity );

			Vector vecPushDir;
			QAngle angPushDir = angDir;

			// Push them at least 45 degrees up.
			angPushDir[PITCH] = min( -45, angPushDir[PITCH] );

			AngleVectors( angPushDir, &vecPushDir );

			DeflectPlayer( pTFPlayer, pOwner, vecPushDir );
		}
		else
		{
			// Deflect projectile to the point that we're aiming at, similar to rockets.
			Vector vecPos = pEntity->GetAbsOrigin();
			Vector vecDeflect;
			GetProjectileReflectSetup( GetTFPlayerOwner(), vecPos, &vecDeflect, false );

			DeflectEntity( pEntity, pOwner, vecDeflect );
		}
	}

	lagcompensation->FinishLagCompensation( pOwner );
#endif

	float flAmmoPerSecondaryAttack = TF_FLAMETHROWER_AMMO_PER_SECONDARY_ATTACK;
	CALL_ATTRIB_HOOK_FLOAT( flAmmoPerSecondaryAttack, mult_airblast_cost );

	pOwner->RemoveAmmo( flAmmoPerSecondaryAttack, m_iPrimaryAmmoType );

	// Don't allow firing immediately after airblasting.
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75f;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFFlameThrower::PrimaryAttack()
{
	// Are we capable of firing again?
	if ( m_flNextPrimaryAttack > gpGlobals->curtime )
		return;

	// Get the player owning the weapon.
	CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
	if ( !pOwner )
		return;

	if ( !CanAttack() )
	{
#if defined ( CLIENT_DLL )
		StopFlame();
#endif
		m_iWeaponState = FT_STATE_IDLE;
		return;
	}

	CalcIsAttackCritical();

	// Because the muzzle is so long, it can stick through a wall if the player is right up against it.
	// Make sure the weapon can't fire in this condition by tracing a line between the eye point and the end of the muzzle.
	trace_t trace;	
	Vector vecEye = pOwner->EyePosition();
	Vector vecMuzzlePos = GetVisualMuzzlePos();
	CTraceFilterIgnoreObjects traceFilter( this, COLLISION_GROUP_NONE );
	UTIL_TraceLine( vecEye, vecMuzzlePos, MASK_SOLID, &traceFilter, &trace );
	if ( trace.fraction < 1.0 && ( !trace.m_pEnt || trace.m_pEnt->m_takedamage == DAMAGE_NO ) )
	{
		// there is something between the eye and the end of the muzzle, most likely a wall, don't fire, and stop firing if we already are
		if ( m_iWeaponState > FT_STATE_IDLE )
		{
#if defined ( CLIENT_DLL )
			StopFlame();
#endif
			m_iWeaponState = FT_STATE_IDLE;
		}
		return;
	}

	switch ( m_iWeaponState )
	{
	case FT_STATE_IDLE:
	case FT_STATE_AIRBLASTING:
		{
			// Just started, play PRE and start looping view model anim

			pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRE );

			SendWeaponAnim( ACT_VM_PRIMARYATTACK );

			m_flStartFiringTime = gpGlobals->curtime + 0.16;	// 5 frames at 30 fps

			m_iWeaponState = FT_STATE_STARTFIRING;
		}
		break;
	case FT_STATE_STARTFIRING:
		{
			// if some time has elapsed, start playing the looping third person anim
			if ( gpGlobals->curtime > m_flStartFiringTime )
			{
				m_iWeaponState = FT_STATE_FIRING;
				m_flNextPrimaryAttackAnim = gpGlobals->curtime;
			}
		}
		break;
	case FT_STATE_FIRING:
		{
			if ( gpGlobals->curtime >= m_flNextPrimaryAttackAnim )
			{
				pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
				m_flNextPrimaryAttackAnim = gpGlobals->curtime + 1.4;		// fewer than 45 frames!
			}
		}
		break;

	default:
		break;
	}

#ifdef CLIENT_DLL
	// Restart our particle effect if we've transitioned across water boundaries
	if ( m_iParticleWaterLevel != -1 && pOwner->GetWaterLevel() != m_iParticleWaterLevel )
	{
		if ( m_iParticleWaterLevel == WL_Eyes || pOwner->GetWaterLevel() == WL_Eyes )
		{
			RestartParticleEffect();
		}
	}
#endif

#ifdef CLIENT_DLL
	// Handle the flamethrower light
	if (tf2c_muzzlelight.GetBool())
	{
		dlight_t *dl = effects->CL_AllocDlight(LIGHT_INDEX_MUZZLEFLASH + index);
		dl->origin = vecMuzzlePos;
		dl->color.r = 255;
		dl->color.g = 100;
		dl->color.b = 10;
		dl->die = gpGlobals->curtime + 0.01f;
		dl->radius = 240.f;
		dl->decay = 512.0f;
		dl->style = 5;
	}
#endif

#if !defined (CLIENT_DLL)
	// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
	pOwner->NoteWeaponFired();

	pOwner->SpeakWeaponFire();
	CTF_GameStats.Event_PlayerFiredWeapon( pOwner, m_bCritFire );

	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );
#endif

	float flFiringInterval = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
	CALL_ATTRIB_HOOK_FLOAT( flFiringInterval, mult_postfiredelay );

	// Don't attack if we're underwater
	if ( pOwner->GetWaterLevel() != WL_Eyes )
	{
		// Find eligible entities in a cone in front of us.
		Vector vOrigin = pOwner->Weapon_ShootPosition();
		Vector vForward, vRight, vUp;
		QAngle vAngles = pOwner->EyeAngles() + pOwner->GetPunchAngle();
		AngleVectors( vAngles, &vForward, &vRight, &vUp );

		#define NUM_TEST_VECTORS	30

#ifdef CLIENT_DLL
		bool bWasCritical = m_bCritFire;
#endif

		// Burn & Ignite 'em
		int iDmgType = g_aWeaponDamageTypes[ GetWeaponID() ];
		m_bCritFire = IsCurrentAttackACrit();
		if ( m_bCritFire )
		{
			iDmgType |= DMG_CRITICAL;
		}

#ifdef CLIENT_DLL
		if ( bWasCritical != m_bCritFire )
		{
			RestartParticleEffect();
		}
#endif


#ifdef GAME_DLL
		// create the flame entity
		int iDamagePerSec = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nDamage;
		float flDamage = (float)iDamagePerSec * flFiringInterval;
		CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg );
		CTFFlameEntity::Create( GetFlameOriginPos(), pOwner->EyeAngles(), this, iDmgType, flDamage );
#endif
	}

#ifdef GAME_DLL
	// Figure how much ammo we're using per shot and add it to our remainder to subtract.  (We may be using less than 1.0 ammo units
	// per frame, depending on how constants are tuned, so keep an accumulator so we can expend fractional amounts of ammo per shot.)
	// Note we do this only on server and network it to client.  If we predict it on client, it can get slightly out of sync w/server
	// and cause ammo pickup indicators to appear
	
	float flAmmoPerSecond = TF_FLAMETHROWER_AMMO_PER_SECOND_PRIMARY_ATTACK;
	CALL_ATTRIB_HOOK_FLOAT( flAmmoPerSecond, mult_flame_ammopersec );

	m_flAmmoUseRemainder += flAmmoPerSecond * flFiringInterval;
	// take the integer portion of the ammo use accumulator and subtract it from player's ammo count; any fractional amount of ammo use
	// remains and will get used in the next shot
	int iAmmoToSubtract = (int) m_flAmmoUseRemainder;
	if ( iAmmoToSubtract > 0 )
	{
		pOwner->RemoveAmmo( iAmmoToSubtract, m_iPrimaryAmmoType );
		m_flAmmoUseRemainder -= iAmmoToSubtract;
		// round to 2 digits of precision
		m_flAmmoUseRemainder = (float) ( (int) (m_flAmmoUseRemainder * 100) ) / 100.0f;
	}
#endif

	m_flNextPrimaryAttack = gpGlobals->curtime + flFiringInterval;
	m_flTimeWeaponIdle = gpGlobals->curtime + flFiringInterval;

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pOwner );
#endif
}