//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelAttach( void )
{
	CBaseCombatCharacter *pOwner  = GetOwner();
	if (!pOwner)
	{
		return;
	}

	m_bAttachSatchel = false;

	Vector vecSrc	 = pOwner->Weapon_ShootPosition( );
	Vector vecAiming = pOwner->BodyDirection2D( );

	trace_t tr;

	UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
	
	if (tr.fraction < 1.0)
	{
		CBaseEntity *pEntity = tr.m_pEnt;
		if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
		{
			QAngle angles;
			VectorAngles(tr.plane.normal, angles);
			angles.y -= 90;
			angles.z -= 90;
			tr.endpos.z -= 6.0f;

			EmitSound( "Weapon_SLAM.SatchelAttach" );
		
			CSatchelCharge *pSatchel	= (CSatchelCharge*)CBaseEntity::Create( "npc_satchel", tr.endpos + tr.plane.normal * 3, angles, NULL );
			pSatchel->SetMoveType( MOVETYPE_FLY ); // no gravity
			pSatchel->m_bIsAttached		= true;
			pSatchel->m_bIsLive			= true;
			pSatchel->SetThrower( GetOwner() );
			pSatchel->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
			pSatchel->m_pMyWeaponSLAM	= this;

			pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input  :
// Output :
//-----------------------------------------------------------------------------
void CWeapon_SLAM::SatchelThrow( void )
{	

	m_bThrowSatchel = false;

	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	Vector vecSrc	 = pPlayer->WorldSpaceCenter();
	Vector vecFacing = pPlayer->BodyDirection3D( );
	vecSrc = vecSrc + vecFacing * 18.0;
	// BUGBUG: is this because vecSrc is not from Weapon_ShootPosition()???
	vecSrc.z += 24.0f;

	Vector vecThrow;
	GetOwner()->GetVelocity( &vecThrow, NULL );
	vecThrow += vecFacing * 500;

	// Player may have turned to face a wall during the throw anim in which case
	// we don't want to throw the SLAM into the wall
	if (CanAttachSLAM())
	{
		vecThrow = vecFacing;
		vecSrc   = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
	}	

	CSatchelCharge *pSatchel = (CSatchelCharge*)Create( "npc_satchel", vecSrc, vec3_angle, GetOwner() );
	pSatchel->SetThrower( GetOwner() );
	pSatchel->ApplyAbsVelocityImpulse( vecThrow );
	pSatchel->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) );
	pSatchel->m_bIsLive = true;
	pSatchel->m_pMyWeaponSLAM = this;

	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	// Play throw sound
	EmitSound( "Weapon_SLAM.SatchelThrow" );
}