//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatPlasmaGrenadeLauncher::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
	if (!pPlayer)
		return;
	
	WeaponSound(SINGLE);

	// Fire the bullets
	Vector vecSrc = pPlayer->Weapon_ShootPosition( );

	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Launch the grenade
	Vector vecForward;
	pPlayer->EyeVectors( &vecForward );
	Vector vecOrigin = pPlayer->EyePosition();
	vecOrigin += (vecForward);

#if !defined( CLIENT_DLL )
	float flSpeed = 1200;

	CGrenadeAntiPersonnel* pGrenade = CGrenadeAntiPersonnel::Create(vecOrigin, vecForward * flSpeed, pPlayer );
	pGrenade->SetModel( "models/weapons/w_grenade.mdl" );
	pGrenade->SetBounceSound( "PlasmaGrenade.Bounce" );
	pGrenade->SetDamage( weapon_combat_plasmagrenadelauncher_damage.GetFloat() );
	pGrenade->SetDamageRadius( weapon_combat_plasmagrenadelauncher_radius.GetFloat() );
	pGrenade->SetExplodeOnContact( true );
#endif

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponPlasmaRifle::FireBullets( CBaseTFCombatWeapon *pWeapon, int cShots, const Vector &vecSrc, const Vector &vecDirShooting, const Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq )
{
	CBaseTFPlayer *pPlayer = static_cast< CBaseTFPlayer * >( GetOwner() );
	if ( !pPlayer )
		return;

	Vector vecForward;
	pPlayer->EyeVectors( &vecForward );
	Vector vecOrigin = pPlayer->EyePosition();
	trace_t tr;

	Vector vecTracerSrc = pWeapon->GetTracerSrc( (Vector&)vecSrc, (Vector&)vecDirShooting );

	// Fire the emp projectile
	CBasePlasmaProjectile *pPlasma = CBasePlasmaProjectile::Create( vecTracerSrc, vecDirShooting, DMG_ENERGYBEAM, pPlayer );
	pPlasma->SetDamage( weapon_plasmarifle_damage.GetFloat() );
	pPlasma->m_hOwner = pPlayer;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassCommando::StartAdrenalinRush( void )
{
	// Am I actually alive?
	if ( !m_pPlayer->IsAlive() )
		return;

	// Do I have rush capability?
	if ( !m_bCanRush )
		return;

	m_bPersonalRush = true;

	// Start adrenalin rushing
	m_pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_rush_length.GetFloat() );

	// If I have battlecry, adrenalin up all my nearby teammates
	if ( m_bHasBattlecry )
	{
		// Find nearby teammates
		for ( int i = 0; i < m_pPlayer->GetTFTeam()->GetNumPlayers(); i++ )
		{
			CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_pPlayer->GetTFTeam()->GetPlayer(i);
			assert(pPlayer);

			// Is it within range?
			if ( pPlayer != m_pPlayer && (pPlayer->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()).Length() < class_commando_battlecry_radius.GetFloat() )
			{
				// Can I see it?
				trace_t tr;
				UTIL_TraceLine( m_pPlayer->EyePosition(), pPlayer->EyePosition(), MASK_SOLID_BRUSHONLY, m_pPlayer, COLLISION_GROUP_NONE, &tr);
				CBaseEntity *pEntity = tr.m_pEnt;
				if ( (tr.fraction == 1.0) || ( pEntity == pPlayer ) )
				{
					pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_battlecry_length.GetFloat() );
				}
			}
		}
	}
}