//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//			*pObject - 
//-----------------------------------------------------------------------------
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject )
{
	// Holster player's weapon
	if ( pPlayer->GetActiveWeapon() )
	{
		if ( !pPlayer->GetActiveWeapon()->CanHolster() || !pPlayer->GetActiveWeapon()->Holster() )
		{
			Shutdown();
			return;
		}
	}

	// If the target is debris, convert it to non-debris
	if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
	{
		// Interactive debris converts back to debris when it comes to rest
		pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS );
	}

	// done so I'll go across level transitions with the player
	SetParent( pPlayer );
	m_grabController.SetIgnorePitch( true );
	m_grabController.SetAngleAlignment( DOT_30DEGREE );
	m_pPlayer = pPlayer;
	IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
	
	Pickup_OnPhysGunPickup( pObject, m_pPlayer, PICKED_UP_BY_PLAYER );
	
	m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false );
	
	m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
	m_pPlayer->SetUseEntity( this );
}
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject )
{
	m_pPlayer = pPlayer;

	IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
	Vector position;
	QAngle angles;
	pPhysics->GetPosition( &position, &angles );
	m_grabController.SetMaxImpulse( Vector(20*100,20*100,20*100), AngularImpulse(20*180,20*180,20*180) );
	m_grabController.AttachEntity( pObject, pPhysics, position, angles );
	// Holster player's weapon
	if ( m_pPlayer->GetActiveWeapon() )
	{
		if ( !m_pPlayer->GetActiveWeapon()->Holster() )
		{
			Shutdown();
			return;
		}
	}

	m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONS;
	m_pPlayer->SetUseEntity( this );
	matrix3x4_t tmp;
	ComputePlayerMatrix( tmp );
	VectorITransform( position, tmp, m_positionPlayerSpace );

	// UNDONE: This algorithm needs a bit more thought.  REVISIT.
	// put the bottom of the object arms' length below eye level
	// get bottommost point of object
	Vector bottom = physcollision->CollideGetExtent( pPhysics->GetCollide(), vec3_origin, angles, Vector(0,0,-1) );

	// get the real eye origin
	Vector playerEye = pPlayer->EyePosition();

	// move target up so that bottom of object is at PLAYER_HOLD_LEVEL z in local space
//	float delta = PLAYER_HOLD_LEVEL_EYES - bottom.z - m_positionPlayerSpace.z;
	float delta = 0;

	// player can reach down 2ft below his feet
	float maxPickup = (playerEye.z + PLAYER_HOLD_LEVEL_EYES) - (pPlayer->GetAbsMins().z - PLAYER_REACH_DOWN_DISTANCE);

	delta = clamp( delta, pPlayer->WorldAlignMins().z, maxPickup );
	m_positionPlayerSpace.z += delta;
	m_anglesPlayerSpace = TransformAnglesToLocalSpace( angles, tmp );

	m_anglesPlayerSpace = AlignAngles( m_anglesPlayerSpace, DOT_30DEGREE );
	
	// re-transform and check
	angles = TransformAnglesToWorldSpace( m_anglesPlayerSpace, tmp );
	VectorTransform( m_positionPlayerSpace, tmp, position );
	// hackhack: Move up to eye position for the check
	float saveZ = position.z;
	position.z = playerEye.z;
	CheckObjectPosition( position, angles, position );
	
	// move back to original position
	position.z = saveZ;

	VectorITransform( position, tmp, m_positionPlayerSpace );
}