//-----------------------------------------------------------------------------
// Animation event handlers
//-----------------------------------------------------------------------------
void CWeaponCrowbar::HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	// Trace up or down based on where the enemy is...
	// But only if we're basically facing that direction
	Vector vecDirection;
	AngleVectors( GetAbsAngles(), &vecDirection );

	Vector vecEnd;
	VectorMA( pOperator->Weapon_ShootPosition(), 50, vecDirection, vecEnd );
	CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, 
		Vector(-16,-16,-16), Vector(36,36,36), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.75 );
	
	// did I hit someone?
	if ( pHurt )
	{
		// play sound
		WeaponSound( MELEE_HIT );

		// Fake a trace impact, so the effects work out like a player's crowbaw
		trace_t traceHit;
		UTIL_TraceLine( pOperator->Weapon_ShootPosition(), pHurt->GetAbsOrigin(), MASK_SHOT_HULL, pOperator, COLLISION_GROUP_NONE, &traceHit );
		ImpactEffect( traceHit );
	}
	else
	{
		WeaponSound( MELEE_MISS );
	}
}
//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CBaseSDKBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	//Do view kick
	AddViewKick();

	//Make sound for the AI
	CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );

	// This isn't great, but it's something for when the crowbar hits.
	pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );

	CBaseEntity	*pHitEntity = traceHit.m_pEnt;

	//Apply damage to a hit target
	if ( pHitEntity != NULL )
	{
		Vector hitDirection;
		pPlayer->EyeVectors( &hitDirection, NULL, NULL );
		VectorNormalize( hitDirection );

		CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );

		if( pPlayer && pHitEntity->IsNPC() )
		{
			// If bonking an NPC, adjust damage.
			info.AdjustPlayerDamageInflictedForSkillLevel();
		}

		CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );

		pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit ); 
		ApplyMultiDamage();

		// Now hit all triggers along the ray that... 
		TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );

		if ( ToBaseCombatCharacter( pHitEntity ) )
		{
			gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info );
		}
	}

	// Apply an impact effect
	ImpactEffect( traceHit );
}
//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CBaseHL2MPBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity )
{
    CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

    //Do view kick
//	AddViewKick();

    CBaseEntity	*pHitEntity = traceHit.m_pEnt;

    //Apply damage to a hit target
    if ( pHitEntity != NULL )
    {
        Vector hitDirection;
        pPlayer->EyeVectors( &hitDirection, NULL, NULL );
        VectorNormalize( hitDirection );

#ifndef CLIENT_DLL
        CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );

        if( pPlayer && pHitEntity->IsNPC() )
        {
            // If bonking an NPC, adjust damage.
            info.AdjustPlayerDamageInflictedForSkillLevel();
        }

        CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );

        pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit );
        ApplyMultiDamage();

        // Now hit all triggers along the ray that...
        TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
#endif
        //DHL - Skillet
        if ( pHitEntity->entindex() == 0 )
            WeaponSound( MELEE_HIT_WORLD );
        else
            WeaponSound( MELEE_HIT );
    }

    // Apply an impact effect
    ImpactEffect( traceHit );
}
void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
		case EVENT_WEAPON_MELEE_HIT:
		{
			// Trace up or down based on where the enemy is...
			// But only if we're basically facing that direction
			Vector vecDirection;
			AngleVectors( GetAbsAngles(), &vecDirection );

			CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
			if ( pEnemy )
			{
				Vector vecDelta;
				VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
				VectorNormalize( vecDelta );
				
				Vector2D vecDelta2D = vecDelta.AsVector2D();
				Vector2DNormalize( vecDelta2D );
				if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
				{
					vecDirection = vecDelta;
				}
			}

			Vector vecEnd;
			VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd );
			// Stretch the swing box down to catch low level physics objects
			CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, 
				Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
			
			// did I hit someone?
			if ( pHurt )
			{
				// play sound
				WeaponSound( MELEE_HIT );

				CBasePlayer *pPlayer = ToBasePlayer( pHurt );

				CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator);
				bool bFlashed = false;

				if ( pCop != NULL && pPlayer != NULL )
				{
					// See if we need to knock out this target
					if ( pCop->ShouldKnockOutTarget( pHurt ) )
					{
						float yawKick = random->RandomFloat( -48, -24 );

						//Kick the player angles
						pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );

						color32 white = {255,255,255,255};
						UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT );
						bFlashed = true;
						
						pCop->KnockOutTarget( pHurt );

						break;
					}
					else
					{
						// Notify that we've stunned a target
						pCop->StunnedTarget( pHurt );
					}
				}
				
				// Punch angles
				if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
				{
					float yawKick = random->RandomFloat( -48, -24 );

					//Kick the player angles
					pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );

					Vector	dir = pHurt->GetAbsOrigin() - GetAbsOrigin();

					// If the player's on my head, don't knock him up
					if ( pPlayer->GetGroundEntity() == pOperator )
					{
						dir = vecDirection;
						dir.z = 0;
					}

					VectorNormalize(dir);

					dir *= 500.0f;

					//If not on ground, then don't make them fly!
					if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
						 dir.z = 0.0f;

					//Push the target back
					pHurt->ApplyAbsVelocityImpulse( dir );

					if ( !bFlashed )
					{
						color32 red = {128,0,0,128};
						UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
					}
					
					// Force the player to drop anyting they were holding
					pPlayer->ForceDropOfCarriedPhysObjects();
				}
				
				// do effect?
			}
			else
			{
				WeaponSound( MELEE_MISS );
			}
		}
		break;
		default:
			BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
			break;
	}
}
//------------------------------------------------------------------------------
// Purpose : Starts the swing of the weapon and determines the animation
// Input   : bIsSecondary - is this a secondary attack?
//------------------------------------------------------------------------------
void CBaseHL2MPBludgeonWeapon::Swing( int bIsSecondary )
{
    trace_t traceHit;

    // Try a ray
    CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
    if ( !pOwner )
        return;

    Vector swingStart = pOwner->Weapon_ShootPosition( );
    Vector forward;

    pOwner->EyeVectors( &forward, NULL, NULL );

    Vector swingEnd = swingStart + forward * GetRange();
    UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
    Activity nHitActivity = ACT_VM_HITCENTER;

#ifndef CLIENT_DLL
    // Like bullets, bludgeon traces have to trace against triggers.
    CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
    TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, vec3_origin );
#endif

    if ( traceHit.fraction == 1.0 )
    {
        float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM;  // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point

        // Back off by hull "radius"
        swingEnd -= forward * bludgeonHullRadius;

        UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
        if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
        {
            Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
            VectorNormalize( vecToTarget );

            float dot = vecToTarget.Dot( forward );

            // YWB:  Make sure they are sort of facing the guy at least...
            if ( dot < 0.70721f )
            {
                // Force amiss
                traceHit.fraction = 1.0f;
            }
            else
            {
                nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
            }
        }
    }

    WeaponSound( SINGLE );

    // -------------------------
    //	Miss
    // -------------------------
    if ( traceHit.fraction == 1.0f )
    {
        nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;

        // We want to test the first swing again
        Vector testEnd = swingStart + forward * GetRange();

        // See if we happened to hit water
        ImpactWater( swingStart, testEnd );
    }
    else
    {
        Hit( traceHit, nHitActivity );
    }

    // Send the anim
    SendWeaponAnim( nHitActivity );

    pOwner->SetAnimation( PLAYER_ATTACK1 );
    ToHL2MPPlayer(pOwner)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );


    //Setup our next attack times
    m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
    m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
}
//=====================================================================================//
// Purpose: Swing the weapon. bIsSecondary determines which Attack() function was used
//=====================================================================================//
void CTDPWeaponMaul::Swing( int bIsSecondary )
{

	// Do we have a valid owner holding the weapon?
	CTDPPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	// Get the player's position
	Vector vSwingStart = pPlayer->Weapon_ShootPosition( );
	Vector vForward;
	pPlayer->EyeVectors( &vForward, NULL, NULL );

	// Get the attack end position by using the weapon's range
	Vector vSwingEnd = vSwingStart + vForward * GetRange();

	trace_t tr;
	UTIL_TraceLine( vSwingStart, vSwingEnd, MASK_SHOT_HULL, pPlayer, COLLISION_GROUP_NONE, &tr );

	// Let's get our animation sequence depending on the attack type
	Activity nHitActivity = ( bIsSecondary ) ? GetSecondaryAttackActivity() : GetPrimaryAttackActivity();

#if defined( GAME_DLL )
	// Like bullets, bludgeon traces have to trace against triggers.
	CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
	TraceAttackToTriggers( triggerInfo, tr.startpos, tr.endpos, vec3_origin );
#endif

	// We didn't hit anything. Let's check for hull trace now
	if ( tr.fraction == 1.0f )
	{
		// hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
		float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM;

		// Back off by hull "radius"
		vSwingEnd -= vForward * bludgeonHullRadius;

		UTIL_TraceHull( vSwingStart, vSwingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pPlayer, COLLISION_GROUP_NONE, &tr );

		// Check if we hit something and if we have hit an entity
		if ( tr.fraction < 1.0 && tr.m_pEnt )
		{
			// Get the position of the entity we just hit
			Vector vToTarget = tr.m_pEnt->GetAbsOrigin() - vSwingStart;
			VectorNormalize( vToTarget );

			float dot = vToTarget.Dot( vForward );

			// Make sure they are sort of facing the guy at least...
			if ( dot < 0.70721f )
			{
				// Force a miss
				tr.fraction = 1.0f;
			}
			else
			{
				// We are sort of facing something. Let's see we should impact based on the melee swing trajectory
				BaseClass::ChooseIntersectionPointAndActivity( tr, g_bludgeonMins, g_bludgeonMaxs, pPlayer );
			}
		}
	}

	// See if we happened to hit water along the way
	BaseClass::ImpactWater( vSwingStart, tr.endpos );

	// Check for hit results
	if ( tr.fraction == 1.0f )
	{
		// We didn't hit anything so let's change the animation sequence to full swing
		nHitActivity = ( bIsSecondary ) ? GetSecondaryMissActivity() : GetPrimaryMissActivity();
	}
	else
	{
		// We hit something. We can keep the same animation sequence.
		BaseClass::Hit( tr, nHitActivity );
	}

	//Play swing sound
	WeaponSound( SINGLE );

	// Send the anim
	SendWeaponAnim( nHitActivity );

	// Setup our next attack times
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireRate();

	// Setup our next time to idle
	m_flTimeWeaponIdle = gpGlobals->curtime + GetTime2Idle();
}
void CBaseHLBludgeonWeapon::MotionSwing( const Vector &pos, const Vector &dir, float velocity )
{
	trace_t traceHit;

	// Try a ray
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( !pOwner )
		return;
	
	Vector v;
	
	Vector swingStart = pos;
	Vector forward = dir/dir.Length(); //dir*velocity;
	
	Vector swingEnd = swingStart + forward * (GetRange()*.75);

	UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
	Activity nHitActivity = ACT_VM_HITCENTER;

	// Like bullets, bludgeon traces have to trace against triggers.
	CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
	triggerInfo.SetDamagePosition( traceHit.startpos );
	triggerInfo.SetDamageForce( forward );
	TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );

	if ( traceHit.fraction == 1.0 )
	{
		float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM;  // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point

		// Back off by hull "radius"
		swingEnd -= forward * bludgeonHullRadius;

		UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
		if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
		{
			Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
			VectorNormalize( vecToTarget );

			float dot = vecToTarget.Dot( forward );

			// YWB:  Make sure they are sort of facing the guy at least...
			if ( dot < 0.70721f )
			{
				// Force amiss
				traceHit.fraction = 1.0f;
			}
			else
			{
				nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
			}
		}
	}
	
	gamestats->Event_WeaponFired( pOwner, true, GetClassname() );

	// -------------------------
	//	Miss
	// -------------------------
	
	float motionFireRate = GetFireRate()*.75;
	
	if ( traceHit.fraction == 1.0f )
	{
		nHitActivity = ACT_VM_MISSCENTER;

		// We want to test the first swing again
		Vector testEnd = swingStart + forward * GetRange();
				
		// See if we happened to hit water
		if ( ImpactWater( swingStart, testEnd ) )
			m_flNextPrimaryAttack = gpGlobals->curtime + motionFireRate;
	
	}
	else
	{
		Hit( traceHit, nHitActivity, false ? true : false );
		
		SendWeaponAnim( ACT_VM_HITDYNAMIC );

		//Setup our next attack times
		m_flNextPrimaryAttack = gpGlobals->curtime + motionFireRate;
		m_flNextSecondaryAttack = gpGlobals->curtime + motionFireRate;

	}
}
//------------------------------------------------------------------------------
// Purpose : Starts the swing of the weapon and determines the animation
// Input   : bIsSecondary - is this a secondary attack?
//------------------------------------------------------------------------------
void CBaseSDKBludgeonWeapon::Swing( int bIsSecondary )
{
	trace_t traceHit;

	// Try a ray
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( !pOwner )
		return;

	pOwner->RumbleEffect( RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );

	Vector swingStart = pOwner->Weapon_ShootPosition( );
	Vector forward;

	forward = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT, GetRange() );

	Vector swingEnd = swingStart + forward * GetRange();
	UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
	Activity nHitActivity = ACT_VM_HITCENTER;

	// Like bullets, bludgeon traces have to trace against triggers.
	CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
	triggerInfo.SetDamagePosition( traceHit.startpos );
	triggerInfo.SetDamageForce( forward );
	TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );

	if ( traceHit.fraction == 1.0 )
	{
		float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM;  // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point

		// Back off by hull "radius"
		swingEnd -= forward * bludgeonHullRadius;

		UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
		if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
		{
			Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
			VectorNormalize( vecToTarget );

			float dot = vecToTarget.Dot( forward );

			// YWB:  Make sure they are sort of facing the guy at least...
			if ( dot < 0.70721f )
			{
				// Force amiss
				traceHit.fraction = 1.0f;
			}
			else
			{
				nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
			}
		}
	}

	if ( !bIsSecondary )
	{
		m_iPrimaryAttacks++;
	} 
	else 
	{
		m_iSecondaryAttacks++;
	}

	gamestats->Event_WeaponFired( pOwner, !bIsSecondary, GetClassname() );

	// -------------------------
	//	Miss
	// -------------------------
	if ( traceHit.fraction == 1.0f )
	{
		nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;

		// We want to test the first swing again
		Vector testEnd = swingStart + forward * GetRange();
		
		// See if we happened to hit water
		ImpactWater( swingStart, testEnd );
	}
	else
	{
		Hit( traceHit, nHitActivity, bIsSecondary ? true : false );
	}

	// Send the anim
	SendWeaponAnim( nHitActivity );

	//Setup our next attack times
	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();

	//Play swing sound
	WeaponSound( SINGLE );
}
//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CBaseHL2MPBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	//Do view kick
//	AddViewKick();

	CBaseEntity	*pHitEntity = traceHit.m_pEnt;

	//Apply damage to a hit target
	if ( pHitEntity != NULL )
	{
		Vector hitDirection;
		pPlayer->EyeVectors( &hitDirection, NULL, NULL );
		VectorNormalize( hitDirection );

#ifndef CLIENT_DLL
		CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );

		if( pPlayer && pHitEntity->IsNPC() )
		{
			// If bonking an NPC, adjust damage.
			info.AdjustPlayerDamageInflictedForSkillLevel();
		}

		//BB: don't damage imortals
		if (pPlayer && pHitEntity->IsPlayer())
		{
			if (((CHL2MP_Player *)pHitEntity)->KO)
			{
				info.SetDamage(0.0f);
			}
		}

		//BB: check for server doll, this means it is a STAKE hit, apply the damage to the player.
		if (pPlayer && pHitEntity->IsServerdoll())
		{
			//we have hit a ragdoll... see if it has an alive player
			if (((CRagdollProp *)pHitEntity)->myBody != NULL && ((CRagdollProp *)pHitEntity)->team == COVEN_TEAMID_VAMPIRES)
			{
				//kill the player
				CTakeDamageInfo newinfo = info;
				newinfo.SetDamage(999.0f);
				((CRagdollProp *)pHitEntity)->myBody->OnTakeDamage( newinfo );
			}
		}

		CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );

		pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit ); 
		ApplyMultiDamage();

		// Now hit all triggers along the ray that... 
		TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
#endif
		//BB: fix this so that we have two distinct sounds
		if (pHitEntity->IsPlayer() || pHitEntity->IsNPC())
			WeaponSound( MELEE_HIT );
		else if (pHitEntity->GetMoveType() != MOVETYPE_NONE)
			WeaponSound( SPECIAL1 );
		else
			WeaponSound( MELEE_HIT_WORLD );
	}

	// Apply an impact effect
	ImpactEffect( traceHit );
}