//-----------------------------------------------------------------------------
// Purpose: Burn targets around us
//-----------------------------------------------------------------------------
void CEntityFlame::FlameThink( void )
{
	if ( m_flLifetime < gpGlobals->curtime )
	{
		SetThink( &CEntityFlame::SUB_Remove );
		SetNextThink( gpGlobals->curtime + 0.1f );
		return;
	}

	RadiusDamage( CTakeDamageInfo( this, this, 4.0f, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE );
	FireSystem_AddHeatInRadius( GetAbsOrigin(), m_flSize/2, 2.0f );

	SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Burn targets around us
//-----------------------------------------------------------------------------
void CEntityFlame::FlameThink( void )
{
	// Assure that this function will be ticked again even if we early-out in the if below.
	SetNextThink( gpGlobals->curtime + FLAME_DAMAGE_INTERVAL );

	if ( m_hEntAttached )
	{
		if ( m_hEntAttached->GetFlags() & FL_TRANSRAGDOLL )
		{
			SetRenderColorA( 0 );
			return;
		}
	
		CAI_BaseNPC *pNPC = m_hEntAttached->MyNPCPointer();
		if ( pNPC && !pNPC->IsAlive() )
		{
			UTIL_Remove( this );
			// Notify the NPC that it's no longer burning!
			pNPC->Extinguish();
			return;
		}

		if( m_hEntAttached->GetWaterLevel() > 0 )
		{
			Vector mins, maxs;

			mins = m_hEntAttached->WorldSpaceCenter();
			maxs = mins;

			maxs.z = m_hEntAttached->WorldSpaceCenter().z;
			maxs.x += 32;
			maxs.y += 32;
			
			mins.z -= 32;
			mins.x -= 32;
			mins.y -= 32;

			UTIL_Bubbles( mins, maxs, 12 );
		}
	}
	else
	{
		UTIL_Remove( this );
		return;
	}

	// See if we're done burning, or our attached ent has vanished
	if ( m_flLifetime < gpGlobals->curtime || m_hEntAttached == NULL )
	{
		EmitSound( "General.StopBurning" );
		m_bPlayingSound = false;
		SetThink( &CEntityFlame::SUB_Remove );
		SetNextThink( gpGlobals->curtime + 0.5f );

		// Notify anything we're attached to
		if ( m_hEntAttached )
		{
			CBaseCombatCharacter *pAttachedCC = m_hEntAttached->MyCombatCharacterPointer();

			if( pAttachedCC )
			{
				// Notify the NPC that it's no longer burning!
				pAttachedCC->Extinguish();
			}
		}

		return;
	}

	if ( m_hEntAttached )
	{
		// Do radius damage ignoring the entity I'm attached to. This will harm things around me.
		RadiusDamage( CTakeDamageInfo( this, this, 4.0f, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, m_hEntAttached );

		// Directly harm the entity I'm attached to. This is so we can precisely control how much damage the entity
		// that is on fire takes without worrying about the flame's position relative to the bodytarget (which is the
		// distance that the radius damage code uses to determine how much damage to inflict)
		m_hEntAttached->TakeDamage( CTakeDamageInfo( this, this, FLAME_DIRECT_DAMAGE, DMG_BURN | DMG_DIRECT ) );

		if( !m_hEntAttached->IsNPC() && hl2_episodic.GetBool() )
		{
			const int ENTITYFLAME_MOVE_AWAY_DIST = 24;
			// Make a sound near my origin, and up a little higher (in case I'm on the ground, so NPC's still hear it)
			CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin(), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
			CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 48.0f ), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATING );
		}
	}
	else
	{
		RadiusDamage( CTakeDamageInfo( this, this, FLAME_RADIUS_DAMAGE, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, NULL );
	}

	FireSystem_AddHeatInRadius( GetAbsOrigin(), m_flSize/2, 2.0f );

}