//===============================================================================================================
// Power Projectile
//===============================================================================================================
//-----------------------------------------------------------------------------
// Purpose: Create a power projectile
//-----------------------------------------------------------------------------
CPowerPlasmaProjectile *CPowerPlasmaProjectile::Create( const Vector &vecOrigin, const Vector &vecForward, int damageType, CBaseEntity *pOwner = NULL )
{
	CPowerPlasmaProjectile *pMissile = (CPowerPlasmaProjectile*)CreateEntityByName("powerplasmaprojectile");
	pMissile->SetupProjectile( vecOrigin, vecForward, damageType, pOwner );
	pMissile->SetPower( 1.0 );

	return pMissile;
}
CPowerPlasmaProjectile *CPowerPlasmaProjectile::CreatePredicted( const Vector &vecOrigin, const Vector &vecForward, const Vector& gunOffset, int damageType, CBasePlayer *pOwner )
{
	CPowerPlasmaProjectile *pMissile = (CPowerPlasmaProjectile*)CREATE_PREDICTED_ENTITY("powerplasmaprojectile");
	if ( pMissile )
	{
		pMissile->SetOwnerEntity( pOwner );
		pMissile->SetPlayerSimulated( pOwner );
		pMissile->SetupProjectile( vecOrigin, vecForward, damageType, pOwner );
		pMissile->SetPower( 1.0 );
		pMissile->m_vecGunOriginOffset = gunOffset;
	}

	return pMissile;
}
//-----------------------------------------------------------------------------
// 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;
}