//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTFWeaponBaseMelee::CalcIsAttackCriticalHelper( void )
{
	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
	if ( !pPlayer )
		return false;

	int nCvarValue = tf_weapon_criticals_melee.GetInt();

	if ( nCvarValue == 0 )
		return false;

	if ( nCvarValue == 1 && !tf_weapon_criticals.GetBool() )
		return false;

	float flPlayerCritMult = pPlayer->GetCritMult();

	float flCritChance = TF_DAMAGE_CRIT_CHANCE_MELEE * flPlayerCritMult;
	CALL_ATTRIB_HOOK_FLOAT( flCritChance, mult_crit_chance );

	// If the chance is 0, just bail.
	if ( flCritChance == 0.0f )
		return false;

	return ( RandomInt( 0, WEAPON_RANDOM_RANGE-1 ) <= flCritChance * WEAPON_RANDOM_RANGE );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//-----------------------------------------------------------------------------
void CTFWeaponBaseMelee::Swing( CTFPlayer *pPlayer )
{
	CalcIsAttackCritical();

	// Play the melee swing and miss (whoosh) always.
	SendPlayerAnimEvent( pPlayer );

	DoViewModelAnimation();

	// Set next attack times.
	float flFireDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
	CALL_ATTRIB_HOOK_FLOAT( flFireDelay, mult_postfiredelay );

	m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;

	SetWeaponIdleTime( m_flNextPrimaryAttack + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeIdleEmpty );
	
	if ( IsCurrentAttackACrit() )
	{
		WeaponSound( BURST );
	}
	else
	{
		WeaponSound( MELEE_MISS );
	}

	m_flSmackTime = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flSmackDelay;
}
// ---------------------------------------------------------------------------- -
// Purpose: 
//-----------------------------------------------------------------------------
void CTFCompoundBow::FireArrow( void )
{
	// Get the player owning the weapon.
	CTFPlayer *pPlayer = GetTFPlayerOwner();
	if ( !pPlayer )
		return;

	CalcIsAttackCritical();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );

	pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
	pPlayer->TeamFortress_SetSpeed();

	FireProjectile( pPlayer );

#if !defined( CLIENT_DLL ) 
	pPlayer->SpeakWeaponFire();
	CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif

	// Set next attack times.
	float flDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
	CALL_ATTRIB_HOOK_FLOAT( flDelay, mult_postfiredelay );
	m_flNextPrimaryAttack = gpGlobals->curtime + flDelay;

	SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );

	m_flChargeBeginTime = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Output : float
//-----------------------------------------------------------------------------
float CTFWeaponBaseMelee::GetMeleeDamage( CBaseEntity *pTarget, int &iCustomDamage )
{
	float flDamage = (float)m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nDamage;

	CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg );

	return flDamage;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFFlameThrower::ItemPostFrame()
{
	if ( m_bLowered )
		return;

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

	int iAmmo = pOwner->GetAmmoCount( m_iPrimaryAmmoType );
	bool bFired = false;

	if ( ( pOwner->m_nButtons & IN_ATTACK2 ) && m_flNextSecondaryAttack <= gpGlobals->curtime )
	{
		float flAmmoPerSecondaryAttack = TF_FLAMETHROWER_AMMO_PER_SECONDARY_ATTACK;
		CALL_ATTRIB_HOOK_FLOAT( flAmmoPerSecondaryAttack, mult_airblast_cost );

		if ( iAmmo >= flAmmoPerSecondaryAttack )
		{
			SecondaryAttack();
			bFired = true;
		}
	}
	else if ( ( pOwner->m_nButtons & IN_ATTACK ) && iAmmo > 0 && m_iWeaponState != FT_STATE_AIRBLASTING )
	{
		PrimaryAttack();
		bFired = true;
	}

	if ( !bFired )
	{
		if ( m_iWeaponState > FT_STATE_IDLE )
		{
			SendWeaponAnim( ACT_MP_ATTACK_STAND_POSTFIRE );
			pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_POST );
			m_iWeaponState = FT_STATE_IDLE;
			m_bCritFire = false;
			m_bHitTarget = false;
		}

		if ( !ReloadOrSwitchWeapons() )
		{
			WeaponIdle();
		}
	}

	//BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::LaunchGrenade( void )
{
	// Get the player owning the weapon.
	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
	if ( !pPlayer )
		return;

	CalcIsAttackCritical();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );

	FireProjectile( pPlayer );

#if !defined( CLIENT_DLL ) 
	pPlayer->SpeakWeaponFire();
	CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif

	// Set next attack times.
	float flDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
	CALL_ATTRIB_HOOK_FLOAT( flDelay, mult_postfiredelay );
	m_flNextPrimaryAttack = gpGlobals->curtime + flDelay;

	m_flLastDenySoundTime = gpGlobals->curtime;

	SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );

	// Check the reload mode and behave appropriately.
	if ( m_bReloadsSingly )
	{
		m_iReloadMode.Set( TF_RELOAD_START );
	}

	m_flChargeBeginTime = 0;
}
float CTFGrenadeLauncher::GetProjectileSpeed( void )
{
	float flVelocity = TF_GRENADE_LAUNCER_VEL;
	CALL_ATTRIB_HOOK_FLOAT( flVelocity, mult_projectile_speed );
	return flVelocity;
}
//-----------------------------------------------------------------------------
// Purpose: Accessor for damage, so sniper etc can modify damage
//-----------------------------------------------------------------------------
float CTFWeaponBaseGun::GetProjectileDamage( void )
{
	float flDamage = (float)m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nDamage;
	CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg );
	return flDamage;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
float CTFWeaponBaseGun::GetWeaponSpread( void )
{
	float flSpread = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flSpread;
	CALL_ATTRIB_HOOK_FLOAT( flSpread, mult_spread_scale );
	return flSpread;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBaseGun::PrimaryAttack( void )
{
	// Check for ammunition.
	if ( m_iClip1 <= 0 && UsesClipsForAmmo1() )
		return;

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

	if ( !CanAttack() )
		return;

	if ( m_pWeaponInfo->GetWeaponData( TF_WEAPON_PRIMARY_MODE ).m_nBurstSize > 0 && m_iBurstSize == 0 )
	{
		// Start the burst.
		m_iBurstSize = m_pWeaponInfo->GetWeaponData( TF_WEAPON_PRIMARY_MODE ).m_nBurstSize;
	}

	if ( m_iBurstSize > 0 )
	{
		m_iBurstSize--;
	}

	CalcIsAttackCritical();

#ifndef CLIENT_DLL
	pPlayer->RemoveInvisibility();
	pPlayer->RemoveDisguise();

	// Minigun has custom handling
	if ( GetWeaponID() != TF_WEAPON_MINIGUN )
	{
		pPlayer->SpeakWeaponFire();
	}
	CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif

	// Set the weapon mode.
	m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	FireProjectile( pPlayer );

	m_flLastFireTime = gpGlobals->curtime;

	// Set next attack times.
	float flFireDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
	CALL_ATTRIB_HOOK_FLOAT( flFireDelay, mult_postfiredelay );

	m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;

	// Don't push out secondary attack, because our secondary fire
	// systems are all separate from primary fire (sniper zooming, demoman pipebomb detonating, etc)
	//m_flNextSecondaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;

	// Set the idle animation times based on the sequence duration, so that we play full fire animations
	// that last longer than the refire rate may allow.
	SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );

	AbortReload();
}	
//-----------------------------------------------------------------------------
// 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
}