void CAPC2FourWheelServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
	//FixMe, wtf?
	#ifndef DEBUG
	Assert( nRole == VEHICLE_DRIVER );
	#endif
	CBaseCombatCharacter *pPlayer = GetPassenger( VEHICLE_ROLE_DRIVER );
	Assert( pPlayer );

	float flPitchFactor=1.0;
	*pAbsAngles = pPlayer->EyeAngles();
	matrix3x4_t vehicleEyePosToWorld;
	Vector vehicleEyeOrigin;
	QAngle vehicleEyeAngles;
	GetAPC()->GetAttachment( "cannon_muzzle", vehicleEyeOrigin, vehicleEyeAngles );
	Vector up,forward;
	GetAPC()->GetVectors(NULL,&forward,&up);
	vehicleEyeOrigin+=(forward*37)+(up*35);
	AngleMatrix( vehicleEyeAngles, vehicleEyePosToWorld );

//#ifdef HL2_DLL
//	// View dampening.
//	if ( r_VehicleViewDampen.GetInt() )
//	{
//		GetAPC()->DampenEyePosition( vehicleEyeOrigin, vehicleEyeAngles );
//	}
//#endif

	// Compute the relative rotation between the unperterbed eye attachment + the eye angles
	matrix3x4_t cameraToWorld;
	AngleMatrix( *pAbsAngles, cameraToWorld );

	matrix3x4_t worldToEyePos;
	MatrixInvert( vehicleEyePosToWorld, worldToEyePos );

	matrix3x4_t vehicleCameraToEyePos;
	ConcatTransforms( worldToEyePos, cameraToWorld, vehicleCameraToEyePos );

	// Now perterb the attachment point
	vehicleEyeAngles.x = RemapAngleRange( PITCH_CURVE_ZERO * flPitchFactor, PITCH_CURVE_LINEAR, vehicleEyeAngles.x );
	vehicleEyeAngles.z = RemapAngleRange( ROLL_CURVE_ZERO * flPitchFactor, ROLL_CURVE_LINEAR, vehicleEyeAngles.z );
	AngleMatrix( vehicleEyeAngles, vehicleEyeOrigin, vehicleEyePosToWorld );

	// Now treat the relative eye angles as being relative to this new, perterbed view position...
	matrix3x4_t newCameraToWorld;
	ConcatTransforms( vehicleEyePosToWorld, vehicleCameraToEyePos, newCameraToWorld );

	// output new view abs angles
	MatrixAngles( newCameraToWorld, *pAbsAngles );

	// UNDONE: *pOrigin would already be correct in single player if the HandleView() on the server ran after vphysics
	MatrixGetColumn( newCameraToWorld, 3, *pAbsOrigin );
}
//-----------------------------------------------------------------------------
// Purpose: Launch a bounce/impact grenade
//-----------------------------------------------------------------------------
void CGEWeaponRocketLauncher::LaunchRocket( void )
{
	CBaseCombatCharacter *pOwner = GetOwner();
	if ( !pOwner )
		return;

#ifndef CLIENT_DLL
	Vector	vForward, vRight, vUp;
	AngleVectors( pOwner->EyeAngles(), &vForward, &vRight, &vUp );

	// Manipulate the shoot position such that it is in front of our gun muzzle
	Vector vecSrc = pOwner->Weapon_ShootPosition();

	if ( pOwner->IsPlayer() )
	{
		VectorMA( vecSrc, 4.5f, vRight, vecSrc ); // 3.0, 5.0
		VectorMA( vecSrc, 16.5f, vForward, vecSrc ); // 20, 19
		VectorMA( vecSrc, -5.25f, vUp, vecSrc ); // -2, -6, -5, 5.25
	}
	else
	{
		VectorMA( vecSrc, 20.0, vForward, vecSrc );
	}

	CheckLaunchPosition( pOwner->EyePosition(), vecSrc );

	if ( pOwner->MyNPCPointer() )
		vForward = pOwner->MyNPCPointer()->GetActualShootTrajectory( vecSrc );

	QAngle angAiming;
	VectorAngles( vForward, angAiming );

	// Convert us into a bot player :-D
	if ( pOwner->IsNPC() )
	{
		CNPC_GEBase *pNPC = (CNPC_GEBase*) pOwner;
		if ( pNPC->GetBotPlayer() )
			pOwner = pNPC->GetBotPlayer();
	}
	
	CGERocket *pRocket = (CGERocket*)CBaseEntity::Create( "npc_rocket", vecSrc, angAiming, NULL );

	if ( pRocket )
	{
		pRocket->SetThrower( pOwner );
		pRocket->SetOwnerEntity( pOwner );
		pRocket->SetSourceWeapon(this);

		pRocket->SetDamage( GetGEWpnData().m_iDamage );
		pRocket->SetDamageRadius( GetGEWpnData().m_flDamageRadius );

		if (pOwner->GetTeamNumber() == TEAM_JANUS)
			pRocket->SetCollisionGroup( COLLISION_GROUP_GRENADE_JANUS );
		else if (pOwner->GetTeamNumber() == TEAM_MI6)
			pRocket->SetCollisionGroup( COLLISION_GROUP_GRENADE_MI6 );

		// Tell the owner what we threw to implement anti-spamming
		if ( pOwner->IsPlayer() )
			ToGEMPPlayer( pOwner )->AddThrownObject( pRocket );
	}
#endif

	// Remove the rocket from our ammo pool
	m_iClip1 -= 1;
	WeaponSound( SINGLE );

	SwitchBodygroup(1, 1);

	//Add our view kick in
	AddViewKick();
}
//-----------------------------------------------------------------------------
// Purpose: Throw a primed grenade with timeleft of (gpGlobals->curtime - m_flPrimedTime)
//-----------------------------------------------------------------------------
void CGEWeaponGrenade::ThrowGrenade( float throwforce )
{
	CBaseCombatCharacter *pOwner = GetOwner();
	if ( !pOwner )
		return;

	// Remove the grenade from our ammo pool
	pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );

#ifndef CLIENT_DLL
	Vector	vecEye = pOwner->EyePosition();

	Vector	vForward, vRight;
	AngleVectors( pOwner->EyeAngles(), &vForward, &vRight, NULL );

	Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
	CheckThrowPosition( vecEye, vecSrc );
	vForward[2] += 0.1f;

	Vector vecThrow;
	pOwner->GetVelocity( &vecThrow, NULL );
	vecThrow += vForward * throwforce;

	// Convert us into a bot player :-D
	if ( pOwner->IsNPC() )
	{
		CNPC_GEBase *pNPC = (CNPC_GEBase*) pOwner;
		if ( pNPC->GetBotPlayer() )
			pOwner = pNPC->GetBotPlayer();
	}

	CGEGrenade *pGrenade = (CGEGrenade *)CBaseEntity::Create( "npc_grenade", vecSrc, vec3_angle, NULL );

	if ( pGrenade )
	{
		pGrenade->SetThrower( pOwner );
		pGrenade->SetOwnerEntity( pOwner );
		pGrenade->SetVelocity( vecThrow, AngularImpulse(600,random->RandomInt(-1000,1000),0) );

		pGrenade->SetDamage( GetGEWpnData().m_iDamage );
		pGrenade->SetDamageRadius( GetGEWpnData().m_flDamageRadius );
		pGrenade->SetSourceWeapon(this);
		
		if (throwforce == GE_GRENADE_THROW_FORCE / 5) // For acheivement tracking.
			pGrenade->m_bDroppedOnDeath = true;

		// The timer is whatever is left over from the primed time + our fuse minus our 
		// current time to give us an absolute time in seconds
		pGrenade->SetTimer( (m_flPrimedTime + GE_GRENADE_FUSE_TIME) - gpGlobals->curtime );

		// Tell the owner what we threw to implement anti-spamming
		if ( pOwner->IsPlayer() )
			ToGEMPPlayer(pOwner)->AddThrownObject( pGrenade );
	}
#endif

	m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
	m_flTimeWeaponIdle = gpGlobals->curtime + GE_GRENADE_IDLE_DELAY;
	m_bDrawNext = true;

	WeaponSound( SINGLE );
}