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

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

	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Reduce the spread if the player's ducking
	Vector vecSpread = GetBulletSpread();
	vecSpread *= m_flInaccuracy;

	TFGameRules()->FireBullets( CTakeDamageInfo( this, pPlayer, weapon_combat_laserrifle_damage.GetFloat(), DMG_PLASMA), 1, 
		vecSrc, vecAiming, vecSpread, weapon_combat_laserrifle_range.GetFloat(), m_iPrimaryAmmoType, 0, entindex(), 0 );

	m_flInaccuracy += 0.3;
	m_flInaccuracy = clamp(m_flInaccuracy, 0, 1);

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose: Try and find an entity to lock onto
//-----------------------------------------------------------------------------
CBaseEntity *CWeaponCombat_ChargeablePlasma::GetLockTarget( void )
{
	CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
	if ( !pPlayer )
		return NULL;

	Vector vecSrc = pPlayer->Weapon_ShootPosition( );
	Vector vecAiming;
	pPlayer->EyeVectors( &vecAiming );
	Vector vecEnd = vecSrc + vecAiming * MAX_TRACE_LENGTH;

	trace_t tr;
	TFGameRules()->WeaponTraceLine( vecSrc, vecEnd, MASK_SHOT, pPlayer, GetDamageType(), &tr );

	if ( (tr.fraction < 1.0f) && tr.m_pEnt )
	{
		CBaseEntity *pTargetEntity = tr.m_pEnt;

		// Don't guide on same team or on anything other than players, objects, and NPCs
		if ( pTargetEntity->InSameTeam(pPlayer) || (!pTargetEntity->IsPlayer() 
			&& (pTargetEntity->MyNPCPointer() == NULL)) )
			return NULL;

		// Compute the target offset relative to the target
		Vector vecWorldOffset;
		VectorSubtract( tr.endpos, pTargetEntity->GetAbsOrigin(), vecWorldOffset );
		VectorIRotate( vecWorldOffset, pTargetEntity->EntityToWorldTransform(), m_vecTargetOffset ); 
		m_flLockedAt = gpGlobals->curtime + 0.2;
		return pTargetEntity;
	}

	return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Firing
//-----------------------------------------------------------------------------
void CWeaponRocketLauncher::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = ( CBaseTFPlayer* )GetOwner();
	if ( !pPlayer )
		return;

	if ( !ComputeEMPFireState() )
		return;

	// Weapon "Fire" sound.
	WeaponSound( SINGLE );

	// Play the attack animation (need one for rocket launcher - deploy?)
	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Fire the rocket (Get the position and angles).
	Vector vecFirePos = pPlayer->Weapon_ShootPosition();
	Vector vecFireAng;
	pPlayer->EyeVectors( &vecFireAng );

	// Shift it down a bit so the firer can see it
	Vector vecRight;
	AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &vecRight, NULL );
	vecFirePos += Vector( 0, 0, -8 ) + vecRight * 12;

	// Create the rocket.
#if !defined( CLIENT_DLL )
	CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecFirePos, vecFireAng, weapon_rocket_launcher_range.GetFloat(), pPlayer );
#else
	CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecFirePos, vecFireAng, 0, pPlayer );
#endif
	if ( pRocket )
	{
		pRocket->SetRealOwner( pPlayer );
#if !defined( CLIENT_DLL )
		pRocket->SetDamage( weapon_rocket_launcher_damage.GetFloat() );
#endif
	}

	// Essentially you are done!
	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombat_ChargeablePlasma::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
	if (!pPlayer)
		return;
	
	WeaponSound(SINGLE);

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

	// If we already have a lock target from button down, see if we shouldn't try and get a new one
	// Only do this is the button was released immediately
	if ( !m_hLockTarget || ( m_flLockedAt < gpGlobals->curtime ) )
	{
		m_hLockTarget = GetLockTarget();
	}

	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Shift it down a bit so the firer can see it
	Vector right;
	AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &right, NULL );
	Vector vecStartSpot = vecSrc + Vector(0,0,-8) + right * 12;

	CGuidedPlasma *pShot = CGuidedPlasma::Create(vecStartSpot, vecAiming, m_hLockTarget, m_vecTargetOffset, pPlayer);

	// Set it's charged power level
	if (m_bHasCharge)
		m_flPower = min( MAX_CHARGED_TIME, gpGlobals->curtime - m_flChargeStartTime );
	else
		m_flPower = 0.0f;

	float flDamageMult = RemapVal( m_flPower, 0, MAX_CHARGED_TIME, 1.0, MAX_CHARGED_POWER );
	pShot->SetPowerLevel( flDamageMult );

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
	m_hLockTarget = NULL;
}
//-----------------------------------------------------------------------------
// 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();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::PrimaryAttack( void )
{
	CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
	if (!pPlayer)
		return;
	
	WeaponSound(SINGLE);

	// Fire the bullets
	Vector vecSrc = pPlayer->Weapon_ShootPosition( );
	Vector vecSpread = GetBulletSpread();
	Vector vecAiming, vecRight, vecUp;
	pPlayer->EyeVectors( &vecAiming, &vecRight, &vecUp );

	// Add some inaccuracy
	int seed = 0;
	float x, y, z;
	do 
	{
		float x1, x2, y1, y2;

		// Note the additional seed because otherwise we get the same set of random #'s and will get stuck
		//  in an infinite loop here potentially
		// FIXME:  Can we use a gaussian random # function instead?  ywb
		x1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
		x2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
		y1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
		y2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );

		x = x1 + x2;
		y = y1 + y2;

		z = x*x+y*y;
	} while (z > 1);
	Vector vecDir = vecAiming + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp;

	PlayAttackAnimation( GetPrimaryAttackActivity() );

	// Shift it down a bit so the firer can see it
	Vector right, forward;
	AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, &forward, &right, NULL );
	Vector vecStartSpot = vecSrc;

	// Get the firing position
#ifdef CLIENT_DLL
	// On our client, grab the viewmodel's firing position
	Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
#else
	// For everyone else, grab the weapon model's position
	/*
	Vector vecWorldOffset;
	QAngle angIgnore;
	GetAttachment( LookupAttachment( "muzzle" ), vecWorldOffset, angIgnore );
	*/

	Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
#endif
	Vector gunOffset = vecWorldOffset - vecStartSpot;

	CPowerPlasmaProjectile *pPlasma = CPowerPlasmaProjectile::CreatePredicted( vecStartSpot, vecDir, gunOffset, DMG_ENERGYBEAM, pPlayer );
	if ( pPlasma )
	{
		pPlasma->SetDamage( weapon_combat_burstrifle_damage.GetFloat() );
		pPlasma->m_hOwner = pPlayer;
		pPlasma->SetPower( 2.0 );
		pPlasma->SetMaxRange( weapon_combat_burstrifle_range.GetFloat() );
		pPlasma->Activate();
	}

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_iClip1 = m_iClip1 - 1;
}