//-----------------------------------------------------------------------------
// Purpose: Bash enemies in front of me with my shield
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ShieldBash( void )
{
#if 0
	// ROBIN: Disabled shield bash
	return;

	// Get any players in front of me
	CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
	if ( !pOwner )
		return;

	// Get the target point and location
	Vector vecAiming;
	Vector vecSrc = pOwner->Weapon_ShootPosition( pOwner->GetOrigin() );	
	pOwner->EyeVectors( &vecAiming );

	// Find a player in range of this player, and make sure they're healable
	trace_t tr;
	Vector vecEnd = vecSrc + (vecAiming * SHIELD_BASH_RANGE);
	UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT, pOwner->edict(), COLLISION_GROUP_NONE, &tr);
	if (tr.fraction != 1.0)
	{
		CBaseEntity *pEntity = CBaseEntity::Instance(tr.u.ent);
		if ( pEntity )
		{
			CBaseTFPlayer *pPlayer = ToBaseTFPlayer( pEntity );
			if ( pPlayer && (pPlayer != pOwner) )
			{
				// Target needs to be on the eneny team
				if ( pPlayer->IsAlive() && !pPlayer->InSameTeam( pOwner ) )
				{
					// Ok, we have an enemy player
					pPlayer->TakeShieldBash( pOwner );
				}
			}
		}
	}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponLaserRifle::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = ToBaseTFPlayer( m_hOwner );
	if ( !pPlayer )
		return;
	
	if ( !ComputeEMPFireState() )
		return;

	WeaponSound(SINGLE);

	PlayAttackAnimation( GetPrimaryAttackActivity() );

	pPlayer->m_fEffects |= EF_MUZZLEFLASH;

	// Fire the beam: BLOW OFF AUTOAIM
	Vector vecSrc	 = pPlayer->Weapon_ShootPosition( pPlayer->GetOrigin() );
	Vector vecAiming, right, up;
	pPlayer->EyeVectors( &vecAiming, &right, &up);

	Vector vecSpread = VECTOR_CONE_4DEGREES;

	// Get endpoint
	float x, y, z;
	do {
		x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
		y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
		z = x*x+y*y;
	} while (z > 1);
	Vector vecDir = vecAiming + x * vecSpread.x * right + y * vecSpread.y * up;
	Vector vecEnd = vecSrc + vecDir * weapon_laserrifle_range.GetFloat();

	trace_t tr;
	float damagefactor = TFGameRules()->WeaponTraceLine(vecSrc, vecEnd, MASK_SHOT, pPlayer, DMG_ENERGYBEAM, &tr);

	// Hit target?
	if (tr.fraction != 1.0)
	{
		CBaseEntity *pEntity = CBaseEntity::Instance(tr.u.ent);
		if ( pEntity )
		{
			ClearMultiDamage();
			float flDamage = GetDamage( (tr.endpos - vecSrc).Length(), tr.hitgroup );
			flDamage *= damagefactor;  
			pEntity->TraceAttack( CTakeDamageInfo( pPlayer, pPlayer, flDamage, DMG_ENERGYBEAM ), vecDir, &tr );
			ApplyMultiDamage( pPlayer, pPlayer );
		}

		g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
	}

	// Get hacked gun position
	AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &right, NULL );
	Vector vecTracerSrc = vecSrc + Vector (0,0,-8) + right * 12 + vecDir * 16;

	// Laser beam
	CBroadcastRecipientFilter filter;
	te->BeamPoints( filter, 0.0,
					&vecTracerSrc, 
					&tr.endpos, 
					m_iSpriteTexture, 
					0,		// Halo index
					0,		// Start frame
					0,		// Frame rate
					0.2,	// Life
					15,		// Width
					15,		// EndWidth
					0,		// FadeLength
					0,		// Amplitude
					200,	// r
					200,	// g
					255,	// b
					255,	// a
					255	);	// speed

	pPlayer->m_iAmmo[m_iPrimaryAmmoType]--;
	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();

	CheckRemoveDisguise();
}