/***
*
*	Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
/*

===== weapons.cpp ========================================================

  functions governing the selection/use of weapons for players

*/

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "soundent.h"
#include "decals.h"
#include "gamerules.h"

extern CGraph	WorldGraph;
extern int gEvilImpulse101;


#define NOT_USED 255

DLL_GLOBAL	short	g_sModelIndexLaser;// holds the index for the laser beam
DLL_GLOBAL  const char *g_pModelNameLaser = "sprites/laserbeam.spr";
DLL_GLOBAL	short	g_sModelIndexLaserDot;// holds the index for the laser beam dot
DLL_GLOBAL	short	g_sModelIndexFireball;// holds the index for the fireball
DLL_GLOBAL	short	g_sModelIndexSmoke;// holds the index for the smoke cloud
DLL_GLOBAL	short	g_sModelIndexWExplosion;// holds the index for the underwater explosion
DLL_GLOBAL	short	g_sModelIndexBubbles;// holds the index for the bubbles model
DLL_GLOBAL	short	g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
DLL_GLOBAL	short	g_sModelIndexBloodSpray;// holds the sprite index for splattered blood

ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS];

extern int gmsgCurWeapon;

MULTIDAMAGE gMultiDamage;

#define TRACER_FREQ		4			// Tracers fire every fourth bullet


//=========================================================
// MaxAmmoCarry - pass in a name and this function will tell
// you the maximum amount of that type of ammunition that a 
// player can carry.
//=========================================================
int MaxAmmoCarry( int iszName )
{
	for ( int i = 0;  i < MAX_WEAPONS; i++ )
	{
		if ( CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp( STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo1 ) )
			return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1;
		if ( CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp( STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo2 ) )
			return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2;
	}

	ALERT( at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING( iszName ) );
	return -1;
}

	
/*
==============================================================================

MULTI-DAMAGE

Collects multiple small damages into a single damage

==============================================================================
*/

//
// ClearMultiDamage - resets the global multi damage accumulator
//
void ClearMultiDamage(void)
{
	gMultiDamage.pEntity = NULL;
	gMultiDamage.amount	= 0;
	gMultiDamage.type = 0;
}


//
// ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity
//
// GLOBALS USED:
//		gMultiDamage

void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker )
{
	Vector		vecSpot1;//where blood comes from
	Vector		vecDir;//direction blood should go
	TraceResult	tr;
	
	if ( !gMultiDamage.pEntity )
		return;

	gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type );
}


// GLOBALS USED:
//		gMultiDamage

void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType)
{
	if ( !pEntity )
		return;
	
	gMultiDamage.type |= bitsDamageType;

	if ( pEntity != gMultiDamage.pEntity )
	{
		ApplyMultiDamage(pevInflictor,pevInflictor); // UNDONE: wrong attacker!
		gMultiDamage.pEntity	= pEntity;
		gMultiDamage.amount		= 0;
	}

	gMultiDamage.amount += flDamage;
}

/*
================
SpawnBlood
================
*/
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
{
	UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage );
}


int DamageDecal( CBaseEntity *pEntity, int bitsDamageType )
{
	if ( !pEntity )
		return (DECAL_GUNSHOT1 + RANDOM_LONG(0,4));
	
	return pEntity->DamageDecal( bitsDamageType );
}

void DecalGunshot( TraceResult *pTrace, int iBulletType )
{
	// Is the entity valid
	if ( !UTIL_IsValidEntity( pTrace->pHit ) )
		return;

	if ( VARS(pTrace->pHit)->solid == SOLID_BSP || VARS(pTrace->pHit)->movetype == MOVETYPE_PUSHSTEP )
	{
		CBaseEntity *pEntity = NULL;
		// Decal the wall with a gunshot
		if ( !FNullEnt(pTrace->pHit) )
			pEntity = CBaseEntity::Instance(pTrace->pHit);

		switch( iBulletType )
		{
		case BULLET_PLAYER_9MM:
		case BULLET_MONSTER_9MM:
		case BULLET_PLAYER_MP5:
		case BULLET_MONSTER_MP5:
		case BULLET_PLAYER_BUCKSHOT:
		case BULLET_PLAYER_357:
		default:
			// smoke and decal
			UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
			break;
		case BULLET_MONSTER_12MM:
			// smoke and decal
			UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
			break;
		case BULLET_PLAYER_CROWBAR:
			// wall decal
			UTIL_DecalTrace( pTrace, DamageDecal( pEntity, DMG_CLUB ) );
			break;
		}
	}
}



//
// EjectBrass - tosses a brass shell from passed origin at passed velocity
//
void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype )
{
	// FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see.

	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
		WRITE_BYTE( TE_MODEL);
		WRITE_COORD( vecOrigin.x);
		WRITE_COORD( vecOrigin.y);
		WRITE_COORD( vecOrigin.z);
		WRITE_COORD( vecVelocity.x);
		WRITE_COORD( vecVelocity.y);
		WRITE_COORD( vecVelocity.z);
		WRITE_ANGLE( rotation );
		WRITE_SHORT( model );
		WRITE_BYTE ( soundtype);
		WRITE_BYTE ( 25 );// 2.5 seconds
	MESSAGE_END();
}


#if 0
// UNDONE: This is no longer used?
void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count )
{
	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
		WRITE_BYTE ( TE_EXPLODEMODEL );
		WRITE_COORD( vecOrigin.x );
		WRITE_COORD( vecOrigin.y );
		WRITE_COORD( vecOrigin.z );
		WRITE_COORD( speed );
		WRITE_SHORT( model );
		WRITE_SHORT( count );
		WRITE_BYTE ( 15 );// 1.5 seconds
	MESSAGE_END();
}
#endif


int giAmmoIndex = 0;

// Precaches the ammo and queues the ammo info for sending to clients
void AddAmmoNameToAmmoRegistry( const char *szAmmoname )
{
	// make sure it's not already in the registry
	for ( int i = 0; i < MAX_AMMO_SLOTS; i++ )
	{
		if ( !CBasePlayerItem::AmmoInfoArray[i].pszName)
			continue;

		if ( stricmp( CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoname ) == 0 )
			return; // ammo already in registry, just quite
	}


	giAmmoIndex++;
	ASSERT( giAmmoIndex < MAX_AMMO_SLOTS );
	if ( giAmmoIndex >= MAX_AMMO_SLOTS )
		giAmmoIndex = 0;

	CBasePlayerItem::AmmoInfoArray[giAmmoIndex].pszName = szAmmoname;
	CBasePlayerItem::AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex;   // yes, this info is redundant
}


// Precaches the weapon and queues the weapon info for sending to clients
void UTIL_PrecacheOtherWeapon( const char *szClassname )
{
	edict_t	*pent;

	pent = CREATE_NAMED_ENTITY( MAKE_STRING( szClassname ) );
	if ( FNullEnt( pent ) )
	{
		ALERT ( at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n" );
		return;
	}
	
	CBaseEntity *pEntity = CBaseEntity::Instance (VARS( pent ));

	if (pEntity)
	{
		ItemInfo II;
		pEntity->Precache( );
		memset( &II, 0, sizeof II );
		if ( ((CBasePlayerItem*)pEntity)->GetItemInfo( &II ) )
		{
			CBasePlayerItem::ItemInfoArray[II.iId] = II;

			if ( II.pszAmmo1 && *II.pszAmmo1 )
			{
				AddAmmoNameToAmmoRegistry( II.pszAmmo1 );
			}

			if ( II.pszAmmo2 && *II.pszAmmo2 )
			{
				AddAmmoNameToAmmoRegistry( II.pszAmmo2 );
			}

			memset( &II, 0, sizeof II );
		}
	}

	REMOVE_ENTITY(pent);
}

// called by worldspawn
void W_Precache(void)
{
	memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
	memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
	giAmmoIndex = 0;

	// Discwar
	UTIL_PrecacheOtherWeapon( "weapon_disc" );
	UTIL_PrecacheOther( "disc" );
}


 

TYPEDESCRIPTION	CBasePlayerItem::m_SaveData[] = 
{
	DEFINE_FIELD( CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR ),
	DEFINE_FIELD( CBasePlayerItem, m_pNext, FIELD_CLASSPTR ),
	//DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load
	DEFINE_FIELD( CBasePlayerItem, m_iId, FIELD_INTEGER ),
	// DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ),
	// DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating );


TYPEDESCRIPTION	CBasePlayerWeapon::m_SaveData[] = 
{
	DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ),
	DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ),
	DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ),
	DEFINE_FIELD( CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER ),
	DEFINE_FIELD( CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER ),
	DEFINE_FIELD( CBasePlayerWeapon, m_iClip, FIELD_INTEGER ),
	DEFINE_FIELD( CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER ),
//	DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER )	 , reset to zero on load so hud gets updated correctly
//  DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly
};

IMPLEMENT_SAVERESTORE( CBasePlayerWeapon, CBasePlayerItem );


void CBasePlayerItem :: SetObjectCollisionBox( void )
{
	pev->absmin = pev->origin + Vector(-24, -24, 0);
	pev->absmax = pev->origin + Vector(24, 24, 16); 
}


//=========================================================
// Sets up movetype, size, solidtype for a new weapon. 
//=========================================================
void CBasePlayerItem :: FallInit( void )
{
	pev->movetype = MOVETYPE_TOSS;
	pev->solid = SOLID_BBOX;

	UTIL_SetOrigin( pev, pev->origin );
	UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );//pointsize until it lands on the ground.
	
	SetTouch( &CBasePlayerItem::DefaultTouch );
	SetThink( &CBasePlayerItem::FallThink );

	pev->nextthink = gpGlobals->time + 0.1;
}

//=========================================================
// FallThink - Items that have just spawned run this think
// to catch them when they hit the ground. Once we're sure
// that the object is grounded, we change its solid type
// to trigger and set it in a large box that helps the
// player get it.
//=========================================================
void CBasePlayerItem::FallThink ( void )
{
	pev->nextthink = gpGlobals->time + 0.1;

	if ( pev->flags & FL_ONGROUND )
	{
		// clatter if we have an owner (i.e., dropped by someone)
		// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
		if ( !FNullEnt( pev->owner ) )
		{
			int pitch = 95 + RANDOM_LONG(0,29);
			EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);	
		}

		// lie flat
		pev->angles.x = 0;
		pev->angles.z = 0;

		Materialize(); 
	}
}

//=========================================================
// Materialize - make a CBasePlayerItem visible and tangible
//=========================================================
void CBasePlayerItem::Materialize( void )
{
	if ( pev->effects & EF_NODRAW )
	{
		// changing from invisible state to visible.
		EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
		pev->effects &= ~EF_NODRAW;
		pev->effects |= EF_MUZZLEFLASH;
	}

	pev->solid = SOLID_TRIGGER;

	UTIL_SetOrigin( pev, pev->origin );// link into world.
	SetTouch (&CBasePlayerItem::DefaultTouch);
	SetThink (NULL);

}

//=========================================================
// AttemptToMaterialize - the item is trying to rematerialize,
// should it do so now or wait longer?
//=========================================================
void CBasePlayerItem::AttemptToMaterialize( void )
{
	float time = g_pGameRules->FlWeaponTryRespawn( this );

	if ( time == 0 )
	{
		Materialize();
		return;
	}

	pev->nextthink = gpGlobals->time + time;
}

//=========================================================
// CheckRespawn - a player is taking this weapon, should 
// it respawn?
//=========================================================
void CBasePlayerItem :: CheckRespawn ( void )
{
	switch ( g_pGameRules->WeaponShouldRespawn( this ) )
	{
	case GR_WEAPON_RESPAWN_YES:
		Respawn();
		break;
	case GR_WEAPON_RESPAWN_NO:
		return;
		break;
	}
}

//=========================================================
// Respawn- this item is already in the world, but it is
// invisible and intangible. Make it visible and tangible.
//=========================================================
CBaseEntity* CBasePlayerItem::Respawn( void )
{
	// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
	// will decide when to make the weapon visible and touchable.
	CBaseEntity *pNewWeapon = CBaseEntity::Create( (char *)STRING( pev->classname ), g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner );

	if ( pNewWeapon )
	{
		pNewWeapon->pev->effects |= EF_NODRAW;// invisible for now
		pNewWeapon->SetTouch( NULL );// no touch
		pNewWeapon->SetThink( &CBasePlayerItem::AttemptToMaterialize );

		DROP_TO_FLOOR ( ENT(pev) );

		// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
		// but when it should respawn is based on conditions belonging to the weapon that was taken.
		pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime( this );
	}
	else
	{
		ALERT ( at_console, "Respawn failed to create %s!\n", STRING( pev->classname ) );
	}

	return pNewWeapon;
}

void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther )
{
	// if it's not a player, ignore
	if ( !pOther->IsPlayer() )
		return;

	CBasePlayer *pPlayer = (CBasePlayer *)pOther;

	// can I have this?
	if ( !g_pGameRules->CanHavePlayerItem( pPlayer, this ) )
	{
		if ( gEvilImpulse101 )
		{
			UTIL_Remove( this );
		}
		return;
	}

	if (pOther->AddPlayerItem( this ))
	{
		AttachToPlayer( pPlayer );
		EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
	}

	SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen?
}

BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted )
{
	if ( !isPredicted )
	{
		return ( attack_time <= curtime ) ? TRUE : FALSE;
	}
	else
	{
		return ( attack_time <= 0.0 ) ? TRUE : FALSE;
	}
}

void CBasePlayerWeapon::ItemPostFrame( void )
{
	if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
	{
		// complete the reload. 
		int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	

		// Add them to the clip
		m_iClip += j;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;

		m_fInReload = FALSE;
	}

	if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) )
	{
		if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
		{
			m_fFireOnEmpty = TRUE;
		}

		SecondaryAttack();
		m_pPlayer->pev->button &= ~IN_ATTACK2;
	}
	else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
	{
		if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
		{
			m_fFireOnEmpty = TRUE;
		}

		PrimaryAttack();
	}
	else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}
	else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
	{
		// no fire buttons down

		m_fFireOnEmpty = FALSE;

		if ( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) 
		{
			// weapon isn't useable, switch.
			if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) )
			{
				m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3;
				return;
			}
		}
		else
		{
			// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
			if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
			{
				Reload();
				return;
			}
		}

		WeaponIdle( );
		return;
	}
	
	// catch all
	if ( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}

void CBasePlayerItem::DestroyItem( void )
{
	if ( m_pPlayer )
	{
		// if attached to a player, remove. 
		m_pPlayer->RemovePlayerItem( this );
	}

	Kill( );
}

int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer )
{
	m_pPlayer = pPlayer;

	return TRUE;
}

void CBasePlayerItem::Drop( void )
{
	SetTouch( NULL );
	SetThink(&CBasePlayerItem::SUB_Remove);
	pev->nextthink = gpGlobals->time + .1;
}

void CBasePlayerItem::Kill( void )
{
	SetTouch( NULL );
	SetThink(&CBasePlayerItem::SUB_Remove);
	pev->nextthink = gpGlobals->time + .1;
}

void CBasePlayerItem::Holster( int skiplocal /* = 0 */ )
{ 
	m_pPlayer->pev->viewmodel = 0; 
	m_pPlayer->pev->weaponmodel = 0;
}

void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer )
{
	pev->movetype = MOVETYPE_FOLLOW;
	pev->solid = SOLID_NOT;
	pev->aiment = pPlayer->edict();
	pev->effects = EF_NODRAW; // ??
	pev->modelindex = 0;// server won't send down to clients if modelindex == 0
	pev->model = iStringNull;
	pev->owner = pPlayer->edict();
	pev->nextthink = gpGlobals->time + .1;
	SetTouch( NULL );
}

// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal )
{
	if ( m_iDefaultAmmo )
	{
		return ExtractAmmo( (CBasePlayerWeapon *)pOriginal );
	}
	else
	{
		// a dead player dropped this.
		return ExtractClipAmmo( (CBasePlayerWeapon *)pOriginal );
	}
}


int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer )
{
	int bResult = CBasePlayerItem::AddToPlayer( pPlayer );

	pPlayer->pev->weapons |= (1<<m_iId);

	if ( !m_iPrimaryAmmoType )
	{
		m_iPrimaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo1() );
		m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() );
	}


	if (bResult)
		return AddWeapon( );
	return FALSE;
}

int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer )
{
	BOOL bSend = FALSE;
	int state = 0;
	if ( pPlayer->m_pActiveItem == this )
	{
		if ( pPlayer->m_fOnTarget )
			state = WEAPON_IS_ONTARGET;
		else
			state = 1;
	}

	// Forcing send of all data!
	if ( !pPlayer->m_fWeapon )
	{
		bSend = TRUE;
	}
	
	// This is the current or last weapon, so the state will need to be updated
	if ( this == pPlayer->m_pActiveItem ||
		 this == pPlayer->m_pClientActiveItem )
	{
		if ( pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem )
		{
			bSend = TRUE;
		}
	}

	// If the ammo, state, or fov has changed, update the weapon
	if ( m_iClip != m_iClientClip || 
		 state != m_iClientWeaponState || 
		 pPlayer->m_iFOV != pPlayer->m_iClientFOV )
	{
		bSend = TRUE;
	}
	
	if ( bSend )
	{
		MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev );
			WRITE_BYTE( state );
			WRITE_BYTE( m_iId );
			WRITE_BYTE( m_iClip );
		MESSAGE_END();

		m_iClientClip = m_iClip;
		m_iClientWeaponState = state;
		pPlayer->m_fWeapon = TRUE;
	}

	if ( m_pNext )
		m_pNext->UpdateClientData( pPlayer );

	return 1;
}


void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
{
	m_pPlayer->pev->weaponanim = iAnim;

	if ( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) )
		return;

	MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev );
		WRITE_BYTE( iAnim );						// sequence number
		WRITE_BYTE( pev->body );					// weaponmodel bodygroup.
	MESSAGE_END();
}

BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry )
{
	int iIdAmmo;

	if (iMaxClip < 1)
	{
		m_iClip = -1;
		iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry );
	}
	else if (m_iClip == 0)
	{
		int i;
		i = min( m_iClip + iCount, iMaxClip ) - m_iClip;
		m_iClip += i;
		iIdAmmo = m_pPlayer->GiveAmmo( iCount - i, szName, iMaxCarry );
	}
	else
	{
		iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry );
	}
	
	// m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing

	if (iIdAmmo > 0)
	{
		m_iPrimaryAmmoType = iIdAmmo;
		if (m_pPlayer->HasPlayerItem( this ) )
		{
			// play the "got ammo" sound only if we gave some ammo to a player that already had this gun.
			// if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us.
			EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
		}
	}

	return iIdAmmo > 0 ? TRUE : FALSE;
}


BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax )
{
	int iIdAmmo;

	iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMax );

	//m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] = iMax; // hack for testing

	if (iIdAmmo > 0)
	{
		m_iSecondaryAmmoType = iIdAmmo;
		EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
	}
	return iIdAmmo > 0 ? TRUE : FALSE;
}

//=========================================================
// IsUseable - this function determines whether or not a 
// weapon is useable by the player in its current state. 
// (does it have ammo loaded? do I have any ammo for the 
// weapon?, etc)
//=========================================================
BOOL CBasePlayerWeapon :: IsUseable( void )
{
	if ( m_iClip <= 0 )
	{
		if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 && iMaxAmmo1() != -1 )			
		{
			// clip is empty (or nonexistant) and the player has no more ammo of this type. 
			return FALSE;
		}
	}

	return TRUE;
}

BOOL CBasePlayerWeapon :: CanDeploy( void )
{
	BOOL bHasAmmo = 0;

	if ( !pszAmmo1() )
	{
		// this weapon doesn't use ammo, can always deploy.
		return TRUE;
	}

	if ( pszAmmo1() )
	{
		bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
	}
	if ( pszAmmo2() )
	{
		bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
	}
	if (m_iClip > 0)
	{
		bHasAmmo |= 1;
	}
	if (!bHasAmmo)
	{
		return FALSE;
	}

	return TRUE;
}

BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */ )
{
	if (!CanDeploy( ))
		return FALSE;

	m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
	m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
	strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
	SendWeaponAnim( iAnim, skiplocal );

	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;

	return TRUE;
}


BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
{
	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
		return FALSE;

	int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	

	if (j == 0)
		return FALSE;

	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;

	//!!UNDONE -- reload sound goes here !!!
	SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 );

	m_fInReload = TRUE;

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
	return TRUE;
}

BOOL CBasePlayerWeapon :: PlayEmptySound( void )
{
	if (m_iPlayEmptySound)
	{
		EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
		m_iPlayEmptySound = 0;
		return 0;
	}
	return 0;
}

void CBasePlayerWeapon :: ResetEmptySound( void )
{
	m_iPlayEmptySound = 1;
}

//=========================================================
//=========================================================
int CBasePlayerWeapon::PrimaryAmmoIndex( void )
{
	return m_iPrimaryAmmoType;
}

//=========================================================
//=========================================================
int CBasePlayerWeapon::SecondaryAmmoIndex( void )
{
	return -1;
}

void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
{ 
	m_fInReload = FALSE; // cancel any reload in progress.
	m_pPlayer->pev->viewmodel = 0; 
	m_pPlayer->pev->weaponmodel = 0;
}

void CBasePlayerAmmo::Spawn( void )
{
	pev->movetype = MOVETYPE_TOSS;
	pev->solid = SOLID_TRIGGER;
	UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
	UTIL_SetOrigin( pev, pev->origin );

	SetTouch( &CBasePlayerAmmo::DefaultTouch );
}

CBaseEntity* CBasePlayerAmmo::Respawn( void )
{
	pev->effects |= EF_NODRAW;
	SetTouch( NULL );

	UTIL_SetOrigin( pev, g_pGameRules->VecAmmoRespawnSpot( this ) );// move to wherever I'm supposed to repawn.

	SetThink( &CBasePlayerAmmo::Materialize );
	pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this );

	return this;
}

void CBasePlayerAmmo::Materialize( void )
{
	if ( pev->effects & EF_NODRAW )
	{
		// changing from invisible state to visible.
		EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
		pev->effects &= ~EF_NODRAW;
		pev->effects |= EF_MUZZLEFLASH;
	}

	SetTouch( &CBasePlayerAmmo::DefaultTouch );
}

void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther )
{
	if ( !pOther->IsPlayer() )
	{
		return;
	}

	if (AddAmmo( pOther ))
	{
		if ( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES )
		{
			Respawn();
		}
		else
		{
			SetTouch( NULL );
			SetThink(&CBasePlayerAmmo::SUB_Remove);
			pev->nextthink = gpGlobals->time + .1;
		}
	}
	else if (gEvilImpulse101)
	{
		// evil impulse 101 hack, kill always
		SetTouch( NULL );
		SetThink(&CBasePlayerAmmo::SUB_Remove);
		pev->nextthink = gpGlobals->time + .1;
	}
}

//=========================================================
// called by the new item with the existing item as parameter
//
// if we call ExtractAmmo(), it's because the player is picking up this type of weapon for 
// the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it.
// if  this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in 
// the weapon clip comes along. 
//=========================================================
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon )
{
	int			iReturn;

	if ( pszAmmo1() != NULL )
	{
		// blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero,
		// we only get the ammo in the weapon's clip, which is what we want. 
		iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() );
		m_iDefaultAmmo = 0;
	}

	if ( pszAmmo2() != NULL )
	{
		iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() );
	}

	return iReturn;
}

//=========================================================
// called by the new item's class with the existing item as parameter
//=========================================================
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon )
{
	int			iAmmo;

	if ( m_iClip == WEAPON_NOCLIP )
	{
		iAmmo = 0;// guns with no clips always come empty if they are second-hand
	}
	else
	{
		iAmmo = m_iClip;
	}
	
	return pWeapon->m_pPlayer->GiveAmmo( iAmmo, (char *)pszAmmo1(), iMaxAmmo1() ); // , &m_iPrimaryAmmoType
}
	
//=========================================================
// RetireWeapon - no more ammo for this gun, put it away.
//=========================================================
void CBasePlayerWeapon::RetireWeapon( void )
{
	// first, no viewmodel at all.
	m_pPlayer->pev->viewmodel = iStringNull;
	m_pPlayer->pev->weaponmodel = iStringNull;
	//m_pPlayer->pev->viewmodelindex = NULL;

	g_pGameRules->GetNextBestWeapon( m_pPlayer, this );
}

void CBasePlayerWeapon::PrintState( void )
{
}