//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::ViewModelDrawn( C_BaseViewModel *pViewModel )
{
	C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
	if ( pPlayer && pPlayer->IsDamageBoosted() )
	{			
		Vector vecBarrelPos;
		QAngle angMuzzle;
		int iAttachment = pViewModel->LookupAttachment( "muzzle" );
		pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );

		unsigned char color[3];
		color[0] = 50;
		color[1] = 128;
		color[2] = 50;
		FX_Smoke( vecBarrelPos, angMuzzle, 0.5, 1, &color[0], 192 );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::GetViewmodelBoneControllers( C_BaseViewModel *pViewModel, 
														   float controllers[MAXSTUDIOBONECTRLS])
{
	float flAmmoCount;
	C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
	if ( pPlayer && pPlayer->IsDamageBoosted() )
	{
		flAmmoCount = random->RandomFloat( 0.0f, 1.0f );
	}
	else
	{
		// Dial shows ammo count!
		flAmmoCount = ( float )m_iClip1 / ( float )GetMaxClip1();
	}

	// Add some shake
	flAmmoCount += RandomFloat( -0.02, 0.02 );
	controllers[0] = flAmmoCount;
}