bool CTFWeaponBaseMelee::DoSwingTrace( trace_t &trace )
{
	// Setup a volume for the melee weapon to be swung - approx size, so all melee behave the same.
	static Vector vecSwingMins( -18, -18, -18 );
	static Vector vecSwingMaxs( 18, 18, 18 );

	// Get the current player.
	CTFPlayer *pPlayer = GetTFPlayerOwner();
	if ( !pPlayer )
		return false;

	// Setup the swing range.
	Vector vecForward; 
	AngleVectors( pPlayer->EyeAngles(), &vecForward );
	Vector vecSwingStart = pPlayer->Weapon_ShootPosition();
	Vector vecSwingEnd = vecSwingStart + vecForward * 48;

	// See if we hit anything.
	UTIL_TraceLine( vecSwingStart, vecSwingEnd, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &trace );
	if ( trace.fraction >= 1.0 )
	{
		UTIL_TraceHull( vecSwingStart, vecSwingEnd, vecSwingMins, vecSwingMaxs, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &trace );
		if ( trace.fraction < 1.0 )
		{
			// Calculate the point of intersection of the line (or hull) and the object we hit
			// This is and approximation of the "best" intersection
			CBaseEntity *pHit = trace.m_pEnt;
			if ( !pHit || pHit->IsBSPModel() )
			{
				// Why duck hull min/max?
				FindHullIntersection( vecSwingStart, trace, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer );
			}

			// This is the point on the actual surface (the hull could have hit space)
			vecSwingEnd = trace.endpos;	
		}
	}

	return ( trace.fraction < 1.0f );
}
// -----------------------------------------------------------------------------
// Purpose:
// Note: Think function to delay the impact decal until the animation is finished 
//       playing.
// -----------------------------------------------------------------------------
void CTFWeaponBaseMelee::Smack( void )
{
	trace_t trace;

	CBasePlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

#if !defined (CLIENT_DLL)
	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif

	// We hit, setup the smack.
	if ( DoSwingTrace( trace ) )
	{
		// Hit sound - immediate.
		if( trace.m_pEnt->IsPlayer()  )
		{
			WeaponSound( MELEE_HIT );
		}
		else
		{
			WeaponSound( MELEE_HIT_WORLD );
		}

		// Get the current player.
		CTFPlayer *pPlayer = GetTFPlayerOwner();
		if ( !pPlayer )
			return;

		Vector vecForward; 
		AngleVectors( pPlayer->EyeAngles(), &vecForward );
		Vector vecSwingStart = pPlayer->Weapon_ShootPosition();
		Vector vecSwingEnd = vecSwingStart + vecForward * 48;

#ifndef CLIENT_DLL
		// Do Damage.
		int iCustomDamage = TF_DMG_CUSTOM_NONE;
		float flDamage = GetMeleeDamage( trace.m_pEnt, iCustomDamage );
		int iDmgType = DMG_BULLET | DMG_NEVERGIB | DMG_CLUB;
		if ( IsCurrentAttackACrit() )
		{
			// TODO: Not removing the old critical path yet, but the new custom damage is marking criticals as well for melee now.
			iDmgType |= DMG_CRITICAL;
		}
		CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
		CTFUbersaw *pUbersaw = dynamic_cast<CTFUbersaw*>(pWpn);
		CWeaponMedigun *pMedigun = static_cast<CWeaponMedigun*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_MEDIGUN));
		if (pMedigun && pUbersaw)
		{
			if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber())
			{
				pMedigun->AddCharge();
			}
		}
		CWeaponKritzkrieg *pKritzkrieg = static_cast<CWeaponKritzkrieg*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_KRITZKRIEG));
		if (pKritzkrieg && pUbersaw)
		{
			if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber())
			{
				pKritzkrieg->AddCharge();
			}
		}
		CTakeDamageInfo info( pPlayer, pPlayer, flDamage, iDmgType, iCustomDamage );
		CalculateMeleeDamageForce( &info, vecForward, vecSwingEnd, 1.0f / flDamage * tf_meleeattackforcescale.GetFloat() );
		trace.m_pEnt->DispatchTraceAttack( info, vecForward, &trace ); 
		ApplyMultiDamage();

		OnEntityHit( trace.m_pEnt );
#endif
		// Don't impact trace friendly players or objects
		if ( trace.m_pEnt && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber() )
		{
#ifdef CLIENT_DLL
			UTIL_ImpactTrace( &trace, DMG_CLUB );
#endif
			m_bConnected = true;
		}

	}

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pPlayer );
#endif
}
//-----------------------------------------------------------------------------
// 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: Find a place in the world where we should try to build this object
//-----------------------------------------------------------------------------
bool CBaseObject::CalculatePlacementPos( void )
{
	CTFPlayer *pPlayer = GetOwner();

	if ( !pPlayer )
		return false;

	// Calculate build angles
	Vector forward;
	QAngle vecAngles = vec3_angle;
	vecAngles.y = pPlayer->EyeAngles().y;

	QAngle objAngles = vecAngles;

	SetAbsAngles( objAngles );

	UpdateDesiredBuildRotation( gpGlobals->frametime );

	objAngles.y = objAngles.y + m_flCurrentBuildRotation;

	SetLocalAngles( objAngles );
	AngleVectors(vecAngles, &forward );

	// Adjust build distance based upon object size
	Vector2D vecObjectRadius;
	vecObjectRadius.x = max( fabs( m_vecBuildMins.m_Value.x ), fabs( m_vecBuildMaxs.m_Value.x ) );
	vecObjectRadius.y = max( fabs( m_vecBuildMins.m_Value.y ), fabs( m_vecBuildMaxs.m_Value.y ) );

	Vector2D vecPlayerRadius;
	Vector vecPlayerMins = pPlayer->WorldAlignMins();
	Vector vecPlayerMaxs = pPlayer->WorldAlignMaxs();
	vecPlayerRadius.x = max( fabs( vecPlayerMins.x ), fabs( vecPlayerMaxs.x ) );
	vecPlayerRadius.y = max( fabs( vecPlayerMins.y ), fabs( vecPlayerMaxs.y ) );

	float flDistance = vecObjectRadius.Length() + vecPlayerRadius.Length() + 4; // small safety buffer
	Vector vecBuildOrigin = pPlayer->WorldSpaceCenter() + forward * flDistance;

	m_vecBuildOrigin = vecBuildOrigin;
	Vector vErrorOrigin = vecBuildOrigin - (m_vecBuildMaxs - m_vecBuildMins) * 0.5f - m_vecBuildMins;

	Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins;
	Vector vHalfBuildDims = vBuildDims * 0.5;
	Vector vHalfBuildDimsXY( vHalfBuildDims.x, vHalfBuildDims.y, 0 );

	// Here, we start at the highest Z we'll allow for the top of the object. Then
	// we sweep an XY cross section downwards until it hits the ground.
	//
	// The rule is that the top of to box can't go lower than the player's feet, and the bottom of the
	// box can't go higher than the player's head.
	//
	// To simplify things in here, we treat the box as though it's symmetrical about all axes
	// (so mins = -maxs), then reoffset the box at the very end.
	Vector vHalfPlayerDims = (pPlayer->WorldAlignMaxs() - pPlayer->WorldAlignMins()) * 0.5f;
	float flBoxTopZ = pPlayer->WorldSpaceCenter().z + vHalfPlayerDims.z + vBuildDims.z;
	float flBoxBottomZ = pPlayer->WorldSpaceCenter().z - vHalfPlayerDims.z - vBuildDims.z;

	// First, find the ground (ie: where the bottom of the box goes).
	trace_t tr;
	float bottomZ = 0;
	int nIterations = 8;
	float topZ = flBoxTopZ;
	float topZInc = (flBoxBottomZ - flBoxTopZ) / (nIterations-1);
	int iIteration;
	for ( iIteration = 0; iIteration < nIterations; iIteration++ )
	{
		UTIL_TraceHull( 
			Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, topZ ), 
			Vector( m_vecBuildOrigin.x, m_vecBuildOrigin.y, flBoxBottomZ ), 
			-vHalfBuildDimsXY, vHalfBuildDimsXY, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
		bottomZ = tr.endpos.z;

		// If there is no ground, then we can't place here.
		if ( tr.fraction == 1 )
		{
			m_vecBuildOrigin = vErrorOrigin;
			return false;
		}

		// if we found enough space to fit our object, place here
		if ( topZ - bottomZ > vBuildDims.z && !tr.startsolid )
		{
			break;
		}

		topZ += topZInc;
	}

	if ( iIteration == nIterations )
	{
		m_vecBuildOrigin = vErrorOrigin;
		return false;
	}

	// Now see if the range we've got leaves us room for our box.
	if ( topZ - bottomZ < vBuildDims.z )
	{
		m_vecBuildOrigin = vErrorOrigin;
		return false;
	}

	// Verify that it's not on too much of a slope by seeing how far the corners are from the ground.
	Vector vBottomCenter( m_vecBuildOrigin.x, m_vecBuildOrigin.y, bottomZ );
	if ( !VerifyCorner( vBottomCenter, -vHalfBuildDims.x, -vHalfBuildDims.y ) ||
		!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, +vHalfBuildDims.y ) ||
		!VerifyCorner( vBottomCenter, +vHalfBuildDims.x, -vHalfBuildDims.y ) ||
		!VerifyCorner( vBottomCenter, -vHalfBuildDims.x, +vHalfBuildDims.y ) )
	{
		m_vecBuildOrigin = vErrorOrigin;
		return false;
	}

	// Ok, now we know the Z range where this box can fit.
	Vector vBottomLeft = m_vecBuildOrigin - vHalfBuildDims;
	vBottomLeft.z = bottomZ;
	m_vecBuildOrigin = vBottomLeft - m_vecBuildMins;

	return true;
}
//-----------------------------------------------------------------------------
// 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
}