//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:		Player for HL2.
//
//=============================================================================//

#include "cbase.h"
#include "hl2_player.h"
#include "globalstate.h"
#include "game.h"
#include "gamerules.h"
#include "trains.h"
#include "basehlcombatweapon_shared.h"
#include "vcollide_parse.h"
#include "in_buttons.h"
#include "ai_interactions.h"
#include "ai_squad.h"
#include "igamemovement.h"
#include "ai_hull.h"
#include "hl2_shareddefs.h"
#include "info_camera_link.h"
#include "point_camera.h"
#include "engine/IEngineSound.h"
#include "ndebugoverlay.h"
#include "iservervehicle.h"
#include "IVehicle.h"
#include "globals.h"
#include "collisionutils.h"
#include "coordsize.h"
#include "effect_color_tables.h"
#include "vphysics/player_controller.h"
#include "player_pickup.h"
#include "weapon_physcannon.h"
#include "script_intro.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h" 
#include "ai_basenpc.h"
#include "AI_Criteria.h"
#include "npc_barnacle.h"
#include "entitylist.h"
#include "env_zoom.h"
#include "hl2_gamerules.h"
#include "prop_combine_ball.h"
#include "datacache/imdlcache.h"
#include "eventqueue.h"
#include "gamestats.h"
#include "filters.h"
#include "tier0/icommandline.h"

#ifdef HL2_EPISODIC
#include "npc_alyx_episodic.h"
#endif

#ifdef PORTAL
#include "portal_player.h"
#endif // PORTAL

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

extern ConVar weapon_showproficiency;
extern ConVar autoaim_max_dist;

// Do not touch with without seeing me, please! (sjb)
// For consistency's sake, enemy gunfire is traced against a scaled down
// version of the player's hull, not the hitboxes for the player's model
// because the player isn't aware of his model, and can't do anything about
// preventing headshots and other such things. Also, game difficulty will
// not change if the model changes. This is the value by which to scale
// the X/Y of the player's hull to get the volume to trace bullets against.
#define PLAYER_HULL_REDUCTION	0.70

// This switches between the single primary weapon, and multiple weapons with buckets approach (jdw)
#define	HL2_SINGLE_PRIMARY_WEAPON_MODE	0

#define TIME_IGNORE_FALL_DAMAGE 10.0

extern int gEvilImpulse101;

ConVar sv_autojump( "sv_autojump", "0" );

ConVar hl2_walkspeed( "hl2_walkspeed", "150", FCVAR_REPLICATED | FCVAR_NOTIFY );
ConVar hl2_normspeed( "hl2_normspeed", "190", FCVAR_REPLICATED | FCVAR_NOTIFY );
ConVar hl2_sprintspeed( "hl2_sprintspeed", "320",  FCVAR_REPLICATED | FCVAR_NOTIFY  );

ConVar hl2_darkness_flashlight_factor ( "hl2_darkness_flashlight_factor", "1" );

#ifdef HL2MP
	#define	HL2_WALK_SPEED 150
	#define	HL2_NORM_SPEED 190
	#define	HL2_SPRINT_SPEED 320
#else
	#define	HL2_WALK_SPEED hl2_walkspeed.GetFloat()
	#define	HL2_NORM_SPEED hl2_normspeed.GetFloat()
	#define	HL2_SPRINT_SPEED hl2_sprintspeed.GetFloat()
#endif

ConVar player_showpredictedposition( "player_showpredictedposition", "0" );
ConVar player_showpredictedposition_timestep( "player_showpredictedposition_timestep", "1.0" );

ConVar player_squad_transient_commands( "player_squad_transient_commands", "1", FCVAR_REPLICATED );
ConVar player_squad_double_tap_time( "player_squad_double_tap_time", "0.25" );

ConVar sv_infinite_aux_power( "sv_infinite_aux_power", "0", FCVAR_CHEAT );

ConVar autoaim_unlock_target( "autoaim_unlock_target", "0.8666" );

ConVar sv_stickysprint("sv_stickysprint", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX);

#define	FLASH_DRAIN_TIME	 1.1111	// 100 units / 90 secs
#define	FLASH_CHARGE_TIME	 50.0f	// 100 units / 2 secs


//==============================================================================================
// CAPPED PLAYER PHYSICS DAMAGE TABLE
//==============================================================================================
static impactentry_t cappedPlayerLinearTable[] =
{
	{ 150*150, 5 },
	{ 250*250, 10 },
	{ 450*450, 20 },
	{ 550*550, 30 },
	//{ 700*700, 100 },
	//{ 1000*1000, 500 },
};

static impactentry_t cappedPlayerAngularTable[] =
{
	{ 100*100, 10 },
	{ 150*150, 20 },
	{ 200*200, 30 },
	//{ 300*300, 500 },
};

static impactdamagetable_t gCappedPlayerImpactDamageTable =
{
	cappedPlayerLinearTable,
	cappedPlayerAngularTable,

	ARRAYSIZE(cappedPlayerLinearTable),
	ARRAYSIZE(cappedPlayerAngularTable),

	24*24.0f,	// minimum linear speed
	360*360.0f,	// minimum angular speed
	2.0f,		// can't take damage from anything under 2kg

	5.0f,		// anything less than 5kg is "small"
	5.0f,		// never take more than 5 pts of damage from anything under 5kg
	36*36.0f,	// <5kg objects must go faster than 36 in/s to do damage

	0.0f,		// large mass in kg (no large mass effects)
	1.0f,		// large mass scale
	2.0f,		// large mass falling scale
	320.0f,		// min velocity for player speed to cause damage

};

// Flashlight utility
bool g_bCacheLegacyFlashlightStatus = true;
bool g_bUseLegacyFlashlight;
bool Flashlight_UseLegacyVersion( void )
{
	// If this is the first run through, cache off what the answer should be (cannot change during a session)
	if ( g_bCacheLegacyFlashlightStatus )
	{
		char modDir[MAX_PATH];
		if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false )
			return false;

		g_bUseLegacyFlashlight = ( !Q_strcmp( modDir, "hl2" ) ||
					   !Q_strcmp( modDir, "episodic" ) ||
					   !Q_strcmp( modDir, "lostcoast" ) || !Q_strcmp( modDir, "hl1" ));

		g_bCacheLegacyFlashlightStatus = false;
	}

	// Return the results
	return g_bUseLegacyFlashlight;
}

//-----------------------------------------------------------------------------
// Purpose: Used to relay outputs/inputs from the player to the world and viceversa
//-----------------------------------------------------------------------------
class CLogicPlayerProxy : public CLogicalEntity
{
	DECLARE_CLASS( CLogicPlayerProxy, CLogicalEntity );

private:

	DECLARE_DATADESC();

public:

	COutputEvent m_OnFlashlightOn;
	COutputEvent m_OnFlashlightOff;
	COutputEvent m_PlayerHasAmmo;
	COutputEvent m_PlayerHasNoAmmo;
	COutputEvent m_PlayerDied;
	COutputEvent m_PlayerMissedAR2AltFire; // Player fired a combine ball which did not dissolve any enemies. 

	COutputInt m_RequestedPlayerHealth;

	void InputRequestPlayerHealth( inputdata_t &inputdata );
	void InputSetFlashlightSlowDrain( inputdata_t &inputdata );
	void InputSetFlashlightNormalDrain( inputdata_t &inputdata );
	void InputSetPlayerHealth( inputdata_t &inputdata );
	void InputRequestAmmoState( inputdata_t &inputdata );
	void InputLowerWeapon( inputdata_t &inputdata );
	void InputEnableCappedPhysicsDamage( inputdata_t &inputdata );
	void InputDisableCappedPhysicsDamage( inputdata_t &inputdata );
	void InputSetLocatorTargetEntity( inputdata_t &inputdata );
#ifdef PORTAL
	void InputSuppressCrosshair( inputdata_t &inputdata );
#endif // PORTAL2

	void Activate ( void );

	bool PassesDamageFilter( const CTakeDamageInfo &info );

	EHANDLE m_hPlayer;
};


//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CC_ToggleZoom( void )
{
	CBasePlayer* pPlayer = UTIL_GetCommandClient();

	if( pPlayer )
	{
		CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>(pPlayer);

		if( pHL2Player && pHL2Player->IsSuitEquipped() )
		{
			pHL2Player->ToggleZoom();
		}
	}
}

static ConCommand toggle_zoom("toggle_zoom", CC_ToggleZoom, "Toggles zoom display" );

// ConVar cl_forwardspeed( "cl_forwardspeed", "400", FCVAR_CHEAT ); // Links us to the client's version
ConVar xc_crouch_range( "xc_crouch_range", "0.85", FCVAR_ARCHIVE, "Percentarge [1..0] of joystick range to allow ducking within" );	// Only 1/2 of the range is used
ConVar xc_use_crouch_limiter( "xc_use_crouch_limiter", "0", FCVAR_ARCHIVE, "Use the crouch limiting logic on the controller" );

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CC_ToggleDuck( void )
{
	CBasePlayer* pPlayer = UTIL_GetCommandClient();
	if ( pPlayer == NULL )
		return;

	// Cannot be frozen
	if ( pPlayer->GetFlags() & FL_FROZEN )
		return;

	static bool		bChecked = false;
	static ConVar *pCVcl_forwardspeed = NULL;
	if ( !bChecked )
	{
		bChecked = true;
		pCVcl_forwardspeed = ( ConVar * )cvar->FindVar( "cl_forwardspeed" );
	}


	// If we're not ducked, do extra checking
	if ( xc_use_crouch_limiter.GetBool() )
	{
		if ( pPlayer->GetToggledDuckState() == false )
		{
			float flForwardSpeed = 400.0f;
			if ( pCVcl_forwardspeed )
			{
				flForwardSpeed = pCVcl_forwardspeed->GetFloat();
			}

			flForwardSpeed = MAX( 1.0f, flForwardSpeed );

			// Make sure we're not in the blindspot on the crouch detection
			float flStickDistPerc = ( pPlayer->GetStickDist() / flForwardSpeed ); // Speed is the magnitude
			if ( flStickDistPerc > xc_crouch_range.GetFloat() )
				return;
		}
	}

	// Toggle the duck
	pPlayer->ToggleDuck();
}

static ConCommand toggle_duck("toggle_duck", CC_ToggleDuck, "Toggles duck" );

#ifndef HL2MP
#ifndef PORTAL
//LINK_ENTITY_TO_CLASS( player, CHL2_Player );
#endif
#endif

PRECACHE_REGISTER(player);

CBaseEntity *FindEntityForward( CBasePlayer *pMe, bool fHull );

BEGIN_SIMPLE_DATADESC( LadderMove_t )
	DEFINE_FIELD( m_bForceLadderMove, FIELD_BOOLEAN ),
	DEFINE_FIELD( m_bForceMount, FIELD_BOOLEAN ),
	DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
	DEFINE_FIELD( m_flArrivalTime, FIELD_TIME ),
	DEFINE_FIELD( m_vecGoalPosition, FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( m_vecStartPosition, FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( m_hForceLadder, FIELD_EHANDLE ),
	DEFINE_FIELD( m_hReservedSpot, FIELD_EHANDLE ),
END_DATADESC()

// Global Savedata for HL2 player
BEGIN_DATADESC( CHL2_Player )

	DEFINE_FIELD( m_nControlClass, FIELD_INTEGER ),
	DEFINE_EMBEDDED( m_HL2Local ),

	DEFINE_FIELD( m_bSprintEnabled, FIELD_BOOLEAN ),
	DEFINE_FIELD( m_flTimeAllSuitDevicesOff, FIELD_TIME ),
	DEFINE_FIELD( m_fIsSprinting, FIELD_BOOLEAN ),
	DEFINE_FIELD( m_fIsWalking, FIELD_BOOLEAN ),

	/*
	// These are initialized every time the player calls Activate()
	DEFINE_FIELD( m_bIsAutoSprinting, FIELD_BOOLEAN ),
	DEFINE_FIELD( m_fAutoSprintMinTime, FIELD_TIME ),
	*/

	// 	Field is used within a single tick, no need to save restore
	// DEFINE_FIELD( m_bPlayUseDenySound, FIELD_BOOLEAN ),  
	//							m_pPlayerAISquad reacquired on load

	DEFINE_AUTO_ARRAY( m_vecMissPositions, FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( m_nNumMissPositions, FIELD_INTEGER ),

	//					m_pPlayerAISquad
	DEFINE_EMBEDDED( m_CommanderUpdateTimer ),
	//					m_RealTimeLastSquadCommand
	DEFINE_FIELD( m_QueuedCommand, FIELD_INTEGER ),

	DEFINE_FIELD( m_flTimeIgnoreFallDamage, FIELD_TIME ),
	DEFINE_FIELD( m_bIgnoreFallDamageResetAfterImpact, FIELD_BOOLEAN ),

	// Suit power fields
	DEFINE_FIELD( m_flSuitPowerLoad, FIELD_FLOAT ),

	DEFINE_FIELD( m_flIdleTime, FIELD_TIME ),
	DEFINE_FIELD( m_flMoveTime, FIELD_TIME ),
	DEFINE_FIELD( m_flLastDamageTime, FIELD_TIME ),
	DEFINE_FIELD( m_flTargetFindTime, FIELD_TIME ),

	DEFINE_FIELD( m_flAdmireGlovesAnimTime, FIELD_TIME ),
	DEFINE_FIELD( m_flNextFlashlightCheckTime, FIELD_TIME ),
	DEFINE_FIELD( m_flFlashlightPowerDrainScale, FIELD_FLOAT ),
	DEFINE_FIELD( m_bFlashlightDisabled, FIELD_BOOLEAN ),

	DEFINE_FIELD( m_bUseCappedPhysicsDamageTable, FIELD_BOOLEAN ),

	DEFINE_FIELD( m_hLockedAutoAimEntity, FIELD_EHANDLE ),

	DEFINE_EMBEDDED( m_LowerWeaponTimer ),
	DEFINE_EMBEDDED( m_AutoaimTimer ),

	DEFINE_INPUTFUNC( FIELD_FLOAT, "IgnoreFallDamage", InputIgnoreFallDamage ),
	DEFINE_INPUTFUNC( FIELD_FLOAT, "IgnoreFallDamageWithoutReset", InputIgnoreFallDamageWithoutReset ),
	DEFINE_INPUTFUNC( FIELD_VOID, "OnSquadMemberKilled", OnSquadMemberKilled ),
	DEFINE_INPUTFUNC( FIELD_VOID, "DisableFlashlight", InputDisableFlashlight ),
	DEFINE_INPUTFUNC( FIELD_VOID, "EnableFlashlight", InputEnableFlashlight ),
	DEFINE_INPUTFUNC( FIELD_VOID, "ForceDropPhysObjects", InputForceDropPhysObjects ),

	DEFINE_SOUNDPATCH( m_sndLeeches ),
	DEFINE_SOUNDPATCH( m_sndWaterSplashes ),

	DEFINE_FIELD( m_flArmorReductionTime, FIELD_TIME ),
	DEFINE_FIELD( m_iArmorReductionFrom, FIELD_INTEGER ),

	DEFINE_FIELD( m_flTimeUseSuspended, FIELD_TIME ),

	DEFINE_FIELD( m_hLocatorTargetEntity, FIELD_EHANDLE ),

	DEFINE_FIELD( m_flTimeNextLadderHint, FIELD_TIME ),

	//DEFINE_FIELD( m_hPlayerProxy, FIELD_EHANDLE ), //Shut up class check!

END_DATADESC()

CHL2_Player::CHL2_Player()
{
	m_nNumMissPositions	= 0;
	m_pPlayerAISquad = 0;
	m_bSprintEnabled = true;

	m_flArmorReductionTime = 0.0f;
	m_iArmorReductionFrom = 0;
}

//
// SUIT POWER DEVICES
//
#define SUITPOWER_CHARGE_RATE	12.5											// 100 units in 8 seconds

#ifdef HL2MP
	CSuitPowerDevice SuitDeviceSprint( bits_SUIT_DEVICE_SPRINT, 25.0f );				// 100 units in 4 seconds
#else
	CSuitPowerDevice SuitDeviceSprint( bits_SUIT_DEVICE_SPRINT, 12.5f );				// 100 units in 8 seconds
#endif

#ifdef HL2_EPISODIC
	CSuitPowerDevice SuitDeviceFlashlight( bits_SUIT_DEVICE_FLASHLIGHT, 1.111 );	// 100 units in 90 second
#else
	CSuitPowerDevice SuitDeviceFlashlight( bits_SUIT_DEVICE_FLASHLIGHT, 2.222 );	// 100 units in 45 second
#endif
CSuitPowerDevice SuitDeviceBreather( bits_SUIT_DEVICE_BREATHER, 6.7f );		// 100 units in 15 seconds (plus three padded seconds)


IMPLEMENT_SERVERCLASS_ST(CHL2_Player, DT_HL2_Player)
	SendPropDataTable(SENDINFO_DT(m_HL2Local), &REFERENCE_SEND_TABLE(DT_HL2Local), SendProxy_SendLocalDataTable),
	SendPropBool( SENDINFO(m_fIsSprinting) ),
END_SEND_TABLE()


void CHL2_Player::Precache( void )
{
	BaseClass::Precache();

	PrecacheScriptSound( "HL2Player.SprintNoPower" );
	PrecacheScriptSound( "HL2Player.SprintStart" );
	PrecacheScriptSound( "HL2Player.UseDeny" );
	PrecacheScriptSound( "HL2Player.FlashLightOn" );
	PrecacheScriptSound( "HL2Player.FlashLightOff" );
	PrecacheScriptSound( "HL2Player.PickupWeapon" );
	PrecacheScriptSound( "HL2Player.TrainUse" );
	PrecacheScriptSound( "HL2Player.Use" );
	PrecacheScriptSound( "HL2Player.BurnPain" );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHL2_Player::CheckSuitZoom( void )
{
//#ifndef _XBOX 
	//Adrian - No zooming without a suit!
	if ( IsSuitEquipped() )
	{
		if ( m_afButtonReleased & IN_ZOOM )
		{
			StopZooming();
		}	
		else if ( m_afButtonPressed & IN_ZOOM )
		{
			StartZooming();
		}
	}
//#endif//_XBOX
}

void CHL2_Player::EquipSuit( bool bPlayEffects )
{
	MDLCACHE_CRITICAL_SECTION();
	BaseClass::EquipSuit();
	
	m_HL2Local.m_bDisplayReticle = true;

	if ( bPlayEffects == true )
	{
		StartAdmireGlovesAnimation();
	}
}

void CHL2_Player::RemoveSuit( void )
{
	BaseClass::RemoveSuit();

	m_HL2Local.m_bDisplayReticle = false;
}

void CHL2_Player::HandleSpeedChanges( void )
{
	int buttonsChanged = m_afButtonPressed | m_afButtonReleased;

	bool bCanSprint = CanSprint();
	bool bIsSprinting = IsSprinting();
	bool bWantSprint = ( bCanSprint && IsSuitEquipped() && (m_nButtons & IN_SPEED) );
	if ( bIsSprinting != bWantSprint && (buttonsChanged & IN_SPEED) )
	{
		// If someone wants to sprint, make sure they've pressed the button to do so. We want to prevent the
		// case where a player can hold down the sprint key and burn tiny bursts of sprint as the suit recharges
		// We want a full debounce of the key to resume sprinting after the suit is completely drained
		if ( bWantSprint )
		{
			if ( sv_stickysprint.GetBool() )
			{
				StartAutoSprint();
			}
			else
			{
				StartSprinting();
			}
		}
		else
		{
			if ( !sv_stickysprint.GetBool() )
			{
				StopSprinting();
			}
			// Reset key, so it will be activated post whatever is suppressing it.
			m_nButtons &= ~IN_SPEED;
		}
	}

	bool bIsWalking = IsWalking();
	// have suit, pressing button, not sprinting or ducking
	bool bWantWalking;
	
	if( IsSuitEquipped() )
	{
		bWantWalking = (m_nButtons & IN_WALK) && !IsSprinting() && !(m_nButtons & IN_DUCK);
	}
	else
	{
		bWantWalking = true;
	}
	
	if( bIsWalking != bWantWalking )
	{
		if ( bWantWalking )
		{
			StartWalking();
		}
		else
		{
			StopWalking();
		}
	}
}

//-----------------------------------------------------------------------------
// This happens when we powerdown from the mega physcannon to the regular one
//-----------------------------------------------------------------------------
void CHL2_Player::HandleArmorReduction( void )
{
	if ( m_flArmorReductionTime < gpGlobals->curtime )
		return;

	if ( ArmorValue() <= 0 )
		return;

	float flPercent = 1.0f - (( m_flArmorReductionTime - gpGlobals->curtime ) / ARMOR_DECAY_TIME );

	int iArmor = Lerp( flPercent, m_iArmorReductionFrom, 0 );

	SetArmorValue( iArmor );
}

//-----------------------------------------------------------------------------
// Purpose: Allow pre-frame adjustments on the player
//-----------------------------------------------------------------------------
void CHL2_Player::PreThink(void)
{
	if ( player_showpredictedposition.GetBool() )
	{
		Vector	predPos;

		UTIL_PredictedPosition( this, player_showpredictedposition_timestep.GetFloat(), &predPos );

		NDebugOverlay::Box( predPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), 0, 255, 0, 0, 0.01f );
		NDebugOverlay::Line( GetAbsOrigin(), predPos, 0, 255, 0, 0, 0.01f );
	}

#ifdef HL2_EPISODIC
	if( m_hLocatorTargetEntity != NULL )
	{
		// Keep track of the entity here, the client will pick up the rest of the work
		m_HL2Local.m_vecLocatorOrigin = m_hLocatorTargetEntity->WorldSpaceCenter();
	}
	else
	{
		m_HL2Local.m_vecLocatorOrigin = vec3_invalid; // This tells the client we have no locator target.
	}
#endif//HL2_EPISODIC

	// Riding a vehicle?
	if ( IsInAVehicle() )	
	{
		VPROF( "CHL2_Player::PreThink-Vehicle" );
		// make sure we update the client, check for timed damage and update suit even if we are in a vehicle
		UpdateClientData();		
		CheckTimeBasedDamage();

		// Allow the suit to recharge when in the vehicle.
		SuitPower_Update();
		CheckSuitUpdate();
		CheckSuitZoom();

		WaterMove();	
		return;
	}

	// This is an experiment of mine- autojumping! 
	// only affects you if sv_autojump is nonzero.
	if( (GetFlags() & FL_ONGROUND) && sv_autojump.GetFloat() != 0 )
	{
		VPROF( "CHL2_Player::PreThink-Autojump" );
		// check autojump
		Vector vecCheckDir;

		vecCheckDir = GetAbsVelocity();

		float flVelocity = VectorNormalize( vecCheckDir );

		if( flVelocity > 200 )
		{
			// Going fast enough to autojump
			vecCheckDir = WorldSpaceCenter() + vecCheckDir * 34 - Vector( 0, 0, 16 );

			trace_t tr;

			UTIL_TraceHull( WorldSpaceCenter() - Vector( 0, 0, 16 ), vecCheckDir, NAI_Hull::Mins(HULL_TINY_CENTERED),NAI_Hull::Maxs(HULL_TINY_CENTERED), MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER, &tr );
			
			//NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 10 );

			if( tr.fraction == 1.0 && !tr.startsolid )
			{
				// Now trace down!
				UTIL_TraceLine( vecCheckDir, vecCheckDir - Vector( 0, 0, 64 ), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &tr );

				//NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 10 );

				if( tr.fraction == 1.0 && !tr.startsolid )
				{
					// !!!HACKHACK
					// I KNOW, I KNOW, this is definitely not the right way to do this,
					// but I'm prototyping! (sjb)
					Vector vecNewVelocity = GetAbsVelocity();
					vecNewVelocity.z += 250;
					SetAbsVelocity( vecNewVelocity );
				}
			}
		}
	}

	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-Speed" );
	HandleSpeedChanges();
#ifdef HL2_EPISODIC
	HandleArmorReduction();
#endif

	if( sv_stickysprint.GetBool() && m_bIsAutoSprinting )
	{
		// If we're ducked and not in the air
		if( IsDucked() && GetGroundEntity() != NULL )
		{
			StopSprinting();
		}
		// Stop sprinting if the player lets off the stick for a moment.
		else if( GetStickDist() == 0.0f )
		{
			if( gpGlobals->curtime > m_fAutoSprintMinTime )
			{
				StopSprinting();
			}
		}
		else
		{
			// Stop sprinting one half second after the player stops inputting with the move stick.
			m_fAutoSprintMinTime = gpGlobals->curtime + 0.5f;
		}
	}
	else if ( IsSprinting() )
	{
		// Disable sprint while ducked unless we're in the air (jumping)
		if ( IsDucked() && ( GetGroundEntity() != NULL ) )
		{
			StopSprinting();
		}
	}

	VPROF_SCOPE_END();

	if ( g_fGameOver || IsPlayerLockedInPlace() )
		return;         // finale

	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-ItemPreFrame" );
	ItemPreFrame( );
	VPROF_SCOPE_END();

	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-WaterMove" );
	WaterMove();
	VPROF_SCOPE_END();

	if ( g_pGameRules && g_pGameRules->FAllowFlashlight() )
		m_Local.m_iHideHUD &= ~HIDEHUD_FLASHLIGHT;
	else
		m_Local.m_iHideHUD |= HIDEHUD_FLASHLIGHT;

	
	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CommanderUpdate" );
	CommanderUpdate();
	VPROF_SCOPE_END();

	// Operate suit accessories and manage power consumption/charge
	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-SuitPower_Update" );
	SuitPower_Update();
	VPROF_SCOPE_END();

	// checks if new client data (for HUD and view control) needs to be sent to the client
	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-UpdateClientData" );
	UpdateClientData();
	VPROF_SCOPE_END();
	
	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckTimeBasedDamage" );
	CheckTimeBasedDamage();
	VPROF_SCOPE_END();

	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckSuitUpdate" );
	CheckSuitUpdate();
	VPROF_SCOPE_END();

	VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckSuitZoom" );
	CheckSuitZoom();
	VPROF_SCOPE_END();

	if (m_lifeState >= LIFE_DYING)
	{
		PlayerDeathThink();
		return;
	}

#ifdef HL2_EPISODIC
	CheckFlashlight();
#endif	// HL2_EPISODIC

	// So the correct flags get sent to client asap.
	//
	if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
		AddFlag( FL_ONTRAIN );
	else 
		RemoveFlag( FL_ONTRAIN );

	// Train speed control
	if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
	{
		CBaseEntity *pTrain = GetGroundEntity();
		float vel;

		if ( pTrain )
		{
			if ( !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) )
				pTrain = NULL;
		}
		
		if ( !pTrain )
		{
			if ( GetActiveWeapon() && (GetActiveWeapon()->ObjectCaps() & FCAP_DIRECTIONAL_USE) )
			{
				m_iTrain = TRAIN_ACTIVE | TRAIN_NEW;

				if ( m_nButtons & IN_FORWARD )
				{
					m_iTrain |= TRAIN_FAST;
				}
				else if ( m_nButtons & IN_BACK )
				{
					m_iTrain |= TRAIN_BACK;
				}
				else
				{
					m_iTrain |= TRAIN_NEUTRAL;
				}
				return;
			}
			else
			{
				trace_t trainTrace;
				// Maybe this is on the other side of a level transition
				UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-38), 
					MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trainTrace );

				if ( trainTrace.fraction != 1.0 && trainTrace.m_pEnt )
					pTrain = trainTrace.m_pEnt;


				if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(this) )
				{
//					Warning( "In train mode with no train!\n" );
					m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
					m_iTrain = TRAIN_NEW|TRAIN_OFF;
					return;
				}
			}
		}
		else if ( !( GetFlags() & FL_ONGROUND ) || pTrain->HasSpawnFlags( SF_TRACKTRAIN_NOCONTROL ) || (m_nButtons & (IN_MOVELEFT|IN_MOVERIGHT) ) )
		{
			// Turn off the train if you jump, strafe, or the train controls go dead
			m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
			m_iTrain = TRAIN_NEW|TRAIN_OFF;
			return;
		}

		SetAbsVelocity( vec3_origin );
		vel = 0;
		if ( m_afButtonPressed & IN_FORWARD )
		{
			vel = 1;
			pTrain->Use( this, this, USE_SET, (float)vel );
		}
		else if ( m_afButtonPressed & IN_BACK )
		{
			vel = -1;
			pTrain->Use( this, this, USE_SET, (float)vel );
		}

		if (vel)
		{
			m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
			m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
		}
	} 
	else if (m_iTrain & TRAIN_ACTIVE)
	{
		m_iTrain = TRAIN_NEW; // turn off train
	}


	//
	// If we're not on the ground, we're falling. Update our falling velocity.
	//
	if ( !( GetFlags() & FL_ONGROUND ) )
	{
		m_Local.m_flFallVelocity = -GetAbsVelocity().z;
	}

	if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
	{
		bool bOnBarnacle = false;
		CNPC_Barnacle *pBarnacle = NULL;
		do
		{
			// FIXME: Not a good or fast solution, but maybe it will catch the bug!
			pBarnacle = (CNPC_Barnacle*)gEntList.FindEntityByClassname( pBarnacle, "npc_barnacle" );
			if ( pBarnacle )
			{
				if ( pBarnacle->GetEnemy() == this )
				{
					bOnBarnacle = true;
				}
			}
		} while ( pBarnacle );
		
		if ( !bOnBarnacle )
		{
			Warning( "Attached to barnacle?\n" );
			Assert( 0 );
			m_afPhysicsFlags &= ~PFLAG_ONBARNACLE;
		}
		else
		{
			SetAbsVelocity( vec3_origin );
		}
	}
	// StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating?

	// Update weapon's ready status
	UpdateWeaponPosture();

	// Disallow shooting while zooming
	if ( IsX360() )
	{
		if ( IsZooming() )
		{
			if( GetActiveWeapon() && !GetActiveWeapon()->IsWeaponZoomed() )
			{
				// If not zoomed because of the weapon itself, do not attack.
				m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
			}
		}
	}
	else
	{
		if ( m_nButtons & IN_ZOOM )
		{
			//FIXME: Held weapons like the grenade get sad when this happens
	#ifdef HL2_EPISODIC
			// Episodic allows players to zoom while using a func_tank
			CBaseCombatWeapon* pWep = GetActiveWeapon();
			if ( !m_hUseEntity || ( pWep && pWep->IsWeaponVisible() ) )
	#endif
			m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
		}
	}
}

void CHL2_Player::PostThink( void )
{
	BaseClass::PostThink();

	if ( !g_fGameOver && !IsPlayerLockedInPlace() && IsAlive() )
	{
		 HandleAdmireGlovesAnimation();
	}
}

void CHL2_Player::StartAdmireGlovesAnimation( void )
{
	MDLCACHE_CRITICAL_SECTION();
	CBaseViewModel *vm = GetViewModel( 0 );

	if ( vm && !GetActiveWeapon() )
	{
		vm->SetWeaponModel( "models/weapons/v_hands.mdl", NULL );
		ShowViewModel( true );
						
		int	idealSequence = vm->SelectWeightedSequence( ACT_VM_IDLE );
		
		if ( idealSequence >= 0 )
		{
			vm->SendViewModelMatchingSequence( idealSequence );
			m_flAdmireGlovesAnimTime = gpGlobals->curtime + vm->SequenceDuration( idealSequence ); 
		}
	}
}

void CHL2_Player::HandleAdmireGlovesAnimation( void )
{
	CBaseViewModel *pVM = GetViewModel();

	if ( pVM && pVM->GetOwningWeapon() == NULL )
	{
		if ( m_flAdmireGlovesAnimTime != 0.0 )
		{
			if ( m_flAdmireGlovesAnimTime > gpGlobals->curtime )
			{
				pVM->m_flPlaybackRate = 1.0f;
				pVM->StudioFrameAdvance( );
			}
			else if ( m_flAdmireGlovesAnimTime < gpGlobals->curtime )
			{
				m_flAdmireGlovesAnimTime = 0.0f;
				pVM->SetWeaponModel( NULL, NULL );
			}
		}
	}
	else
		m_flAdmireGlovesAnimTime = 0.0f;
}

#define HL2PLAYER_RELOADGAME_ATTACK_DELAY 1.0f

void CHL2_Player::Activate( void )
{
	BaseClass::Activate();
	InitSprinting();

#ifdef HL2_EPISODIC

	// Delay attacks by 1 second after loading a game.
	if ( GetActiveWeapon() )
	{
		float flRemaining = GetActiveWeapon()->m_flNextPrimaryAttack - gpGlobals->curtime;

		if ( flRemaining < HL2PLAYER_RELOADGAME_ATTACK_DELAY )
		{
			GetActiveWeapon()->m_flNextPrimaryAttack = gpGlobals->curtime + HL2PLAYER_RELOADGAME_ATTACK_DELAY;
		}

		flRemaining = GetActiveWeapon()->m_flNextSecondaryAttack - gpGlobals->curtime;

		if ( flRemaining < HL2PLAYER_RELOADGAME_ATTACK_DELAY )
		{
			GetActiveWeapon()->m_flNextSecondaryAttack = gpGlobals->curtime + HL2PLAYER_RELOADGAME_ATTACK_DELAY;
		}
	}

#endif

	GetPlayerProxy();
}

//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
Class_T  CHL2_Player::Classify ( void )
{
	// If player controlling another entity?  If so, return this class
	if (m_nControlClass != CLASS_NONE)
	{
		return m_nControlClass;
	}
	else
	{
		if(IsInAVehicle())
		{
			IServerVehicle *pVehicle = GetVehicle();
			return pVehicle->ClassifyPassenger( this, CLASS_PLAYER );
		}
		else
		{
			return CLASS_PLAYER;
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose:  This is a generic function (to be implemented by sub-classes) to
//			 handle specific interactions between different types of characters
//			 (For example the barnacle grabbing an NPC)
// Input  :  Constant for the type of interaction
// Output :	 true  - if sub-class has a response for the interaction
//			 false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CHL2_Player::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
{
	if ( interactionType == g_interactionBarnacleVictimDangle )
		return false;
	
	if (interactionType ==	g_interactionBarnacleVictimReleased)
	{
		m_afPhysicsFlags &= ~PFLAG_ONBARNACLE;
		SetMoveType( MOVETYPE_WALK );
		return true;
	}
	else if (interactionType ==	g_interactionBarnacleVictimGrab)
	{
#ifdef HL2_EPISODIC
		CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
		if ( pAlyx )
		{
			// Make Alyx totally hate this barnacle so that she saves the player.
			int priority;

			priority = pAlyx->IRelationPriority(sourceEnt);
			pAlyx->AddEntityRelationship( sourceEnt, D_HT, priority + 5 );
		}
#endif//HL2_EPISODIC

		m_afPhysicsFlags |= PFLAG_ONBARNACLE;
		ClearUseEntity();
		return true;
	}
	return false;
}


void CHL2_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
{
	// Handle FL_FROZEN.
	if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
	{
		ucmd->forwardmove = 0;
		ucmd->sidemove = 0;
		ucmd->upmove = 0;
		ucmd->buttons &= ~IN_USE;
	}

	// Can't use stuff while dead
	if ( IsDead() )
	{
		ucmd->buttons &= ~IN_USE;
	}

	//Update our movement information
	if ( ( ucmd->forwardmove != 0 ) || ( ucmd->sidemove != 0 ) || ( ucmd->upmove != 0 ) )
	{
		m_flIdleTime -= TICK_INTERVAL * 2.0f;
		
		if ( m_flIdleTime < 0.0f )
		{
			m_flIdleTime = 0.0f;
		}

		m_flMoveTime += TICK_INTERVAL;

		if ( m_flMoveTime > 4.0f )
		{
			m_flMoveTime = 4.0f;
		}
	}
	else
	{
		m_flIdleTime += TICK_INTERVAL;
		
		if ( m_flIdleTime > 4.0f )
		{
			m_flIdleTime = 4.0f;
		}

		m_flMoveTime -= TICK_INTERVAL * 2.0f;
		
		if ( m_flMoveTime < 0.0f )
		{
			m_flMoveTime = 0.0f;
		}
	}

	//Msg("Player time: [ACTIVE: %f]\t[IDLE: %f]\n", m_flMoveTime, m_flIdleTime );

	BaseClass::PlayerRunCommand( ucmd, moveHelper );
}

//-----------------------------------------------------------------------------
// Purpose: Sets HL2 specific defaults.
//-----------------------------------------------------------------------------
void CHL2_Player::Spawn(void)
{

#ifndef HL2MP
#ifndef PORTAL
	SetModel( "models/player.mdl" );
#endif
#endif

	BaseClass::Spawn();

	//
	// Our player movement speed is set once here. This will override the cl_xxxx
	// cvars unless they are set to be lower than this.
	//
	//m_flMaxspeed = 320;

	if ( !IsSuitEquipped() )
		 StartWalking();

	SuitPower_SetCharge( 100 );

	m_Local.m_iHideHUD |= HIDEHUD_CHAT;

	m_pPlayerAISquad = g_AI_SquadManager.FindCreateSquad(AllocPooledString(PLAYER_SQUADNAME));

	InitSprinting();

	// Setup our flashlight values
#ifdef HL2_EPISODIC
	m_HL2Local.m_flFlashBattery = 100.0f;
#endif 

	GetPlayerProxy();

	SetFlashlightPowerDrainScale( 1.0f );
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::UpdateLocatorPosition( const Vector &vecPosition )
{
#ifdef HL2_EPISODIC
	m_HL2Local.m_vecLocatorOrigin = vecPosition;
#endif//HL2_EPISODIC 
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::InitSprinting( void )
{
	StopSprinting();
}


//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we are allowed to sprint now.
//-----------------------------------------------------------------------------
bool CHL2_Player::CanSprint()
{
	return ( m_bSprintEnabled &&										// Only if sprint is enabled 
			!IsWalking() &&												// Not if we're walking
			!( m_Local.m_bDucked && !m_Local.m_bDucking ) &&			// Nor if we're ducking
			(GetWaterLevel() != 3) &&									// Certainly not underwater
			(GlobalEntity_GetState("suit_no_sprint") != GLOBAL_ON) );	// Out of the question without the sprint module
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::StartAutoSprint() 
{
	if( IsSprinting() )
	{
		StopSprinting();
	}
	else
	{
		StartSprinting();
		m_bIsAutoSprinting = true;
		m_fAutoSprintMinTime = gpGlobals->curtime + 1.5f;
	}
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::StartSprinting( void )
{
	if( m_HL2Local.m_flSuitPower < 10 )
	{
		// Don't sprint unless there's a reasonable
		// amount of suit power.
		
		// debounce the button for sound playing
		if ( m_afButtonPressed & IN_SPEED )
		{
			CPASAttenuationFilter filter( this );
			filter.UsePredictionRules();
			EmitSound( filter, entindex(), "HL2Player.SprintNoPower" );
		}
		return;
	}

	if( !SuitPower_AddDevice( SuitDeviceSprint ) )
		return;

	CPASAttenuationFilter filter( this );
	filter.UsePredictionRules();
	EmitSound( filter, entindex(), "HL2Player.SprintStart" );

	SetMaxSpeed( HL2_SPRINT_SPEED );
	m_fIsSprinting = true;
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::StopSprinting( void )
{
	if ( m_HL2Local.m_bitsActiveDevices & SuitDeviceSprint.GetDeviceID() )
	{
		SuitPower_RemoveDevice( SuitDeviceSprint );
	}

	if( IsSuitEquipped() )
	{
		SetMaxSpeed( HL2_NORM_SPEED );
	}
	else
	{
		SetMaxSpeed( HL2_WALK_SPEED );
	}

	m_fIsSprinting = false;

	if ( sv_stickysprint.GetBool() )
	{
		m_bIsAutoSprinting = false;
		m_fAutoSprintMinTime = 0.0f;
	}
}


//-----------------------------------------------------------------------------
// Purpose: Called to disable and enable sprint due to temporary circumstances:
//			- Carrying a heavy object with the physcannon
//-----------------------------------------------------------------------------
void CHL2_Player::EnableSprint( bool bEnable )
{
	if ( !bEnable && IsSprinting() )
	{
		StopSprinting();
	}

	m_bSprintEnabled = bEnable;
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::StartWalking( void )
{
	SetMaxSpeed( HL2_WALK_SPEED );
	m_fIsWalking = true;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::StopWalking( void )
{
	SetMaxSpeed( HL2_NORM_SPEED );
	m_fIsWalking = false;
}

//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL2_Player::CanZoom( CBaseEntity *pRequester )
{
	if ( IsZooming() )
		return false;

	//Check our weapon

	return true;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::ToggleZoom(void)
{
	if( IsZooming() )
	{
		StopZooming();
	}
	else
	{
		StartZooming();
	}
}

//-----------------------------------------------------------------------------
// Purpose: +zoom suit zoom
//-----------------------------------------------------------------------------
void CHL2_Player::StartZooming( void )
{
	int iFOV = 35;

	if ( SetFOV( this, iFOV, 0.4f ) )
	{
		m_HL2Local.m_bZooming = true;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHL2_Player::StopZooming( void )
{
	int iFOV = GetZoomOwnerDesiredFOV( m_hZoomOwner );

	if ( SetFOV( this, iFOV, 0.2f ) )
	{
		m_HL2Local.m_bZooming = false;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL2_Player::IsZooming( void )
{
	if ( m_hZoomOwner != NULL )
		return true;

	return false;
}

class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent
{
public:
	int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position )
	{
		CHL2_Player *pPlayer = (CHL2_Player *)pObject->GetGameData();
		if ( pPlayer )
		{
			if ( pPlayer->TouchedPhysics() )
			{
				return 0;
			}
		}
		return 1;
	}
};

static CPhysicsPlayerCallback playerCallback;

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHL2_Player::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity )
{
	BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );

	// Setup the HL2 specific callback.
	IPhysicsPlayerController *pPlayerController = GetPhysicsController();
	if ( pPlayerController )
	{
		pPlayerController->SetEventHandler( &playerCallback );
	}
}


CHL2_Player::~CHL2_Player( void )
{
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------

bool CHL2_Player::CommanderFindGoal( commandgoal_t *pGoal )
{
	CAI_BaseNPC *pAllyNpc;
	trace_t	tr;
	Vector	vecTarget;
	Vector	forward;

	EyeVectors( &forward );
	
	//---------------------------------
	// MASK_SHOT on purpose! So that you don't hit the invisible hulls of the NPCs.
	CTraceFilterSkipTwoEntities filter( this, PhysCannonGetHeldEntity( GetActiveWeapon() ), COLLISION_GROUP_INTERACTIVE_DEBRIS );

	UTIL_TraceLine( EyePosition(), EyePosition() + forward * MAX_COORD_RANGE, MASK_SHOT, &filter, &tr );

	if( !tr.DidHitWorld() )
	{
		CUtlVector<CAI_BaseNPC *> Allies;
		AISquadIter_t iter;
		for ( pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
		{
			if ( pAllyNpc->IsCommandable() )
				Allies.AddToTail( pAllyNpc );
		}

		for( int i = 0 ; i < Allies.Count() ; i++ )
		{
			if( Allies[ i ]->IsValidCommandTarget( tr.m_pEnt ) )
			{
				pGoal->m_pGoalEntity = tr.m_pEnt;
				return true;
			}
		}
	}

	if( tr.fraction == 1.0 || (tr.surface.flags & SURF_SKY) )
	{
		// Move commands invalid against skybox.
		pGoal->m_vecGoalLocation = tr.endpos;
		return false;
	}

	if ( tr.m_pEnt->IsNPC() && ((CAI_BaseNPC *)(tr.m_pEnt))->IsCommandable() )
	{
		pGoal->m_vecGoalLocation = tr.m_pEnt->GetAbsOrigin();
	}
	else
	{
		vecTarget = tr.endpos;

		Vector mins( -16, -16, 0 );
		Vector maxs( 16, 16, 0 );

		// Back up from whatever we hit so that there's enough space at the 
		// target location for a bounding box.
		// Now trace down. 
		//UTIL_TraceLine( vecTarget, vecTarget - Vector( 0, 0, 8192 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
		UTIL_TraceHull( vecTarget + tr.plane.normal * 24,
						vecTarget - Vector( 0, 0, 8192 ),
						mins,
						maxs,
						MASK_SOLID_BRUSHONLY,
						this,
						COLLISION_GROUP_NONE,
						&tr );


		if ( !tr.startsolid )
			pGoal->m_vecGoalLocation = tr.endpos;
		else
			pGoal->m_vecGoalLocation = vecTarget;
	}

	pAllyNpc = GetSquadCommandRepresentative();
	if ( !pAllyNpc )
		return false;

	vecTarget = pGoal->m_vecGoalLocation;
	if ( !pAllyNpc->FindNearestValidGoalPos( vecTarget, &pGoal->m_vecGoalLocation ) )
		return false;

	return ( ( vecTarget - pGoal->m_vecGoalLocation ).LengthSqr() < Square( 15*12 ) );
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CAI_BaseNPC *CHL2_Player::GetSquadCommandRepresentative()
{
	if ( m_pPlayerAISquad != NULL )
	{
		CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember();
		
		if ( pAllyNpc )
		{
			return pAllyNpc->GetSquadCommandRepresentative();
		}
	}

	return NULL;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CHL2_Player::GetNumSquadCommandables()
{
	AISquadIter_t iter;
	int c = 0;
	for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
	{
		if ( pAllyNpc->IsCommandable() )
			c++;
	}
	return c;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CHL2_Player::GetNumSquadCommandableMedics()
{
	AISquadIter_t iter;
	int c = 0;
	for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
	{
		if ( pAllyNpc->IsCommandable() && pAllyNpc->IsMedic() )
			c++;
	}
	return c;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::CommanderUpdate()
{
	CAI_BaseNPC *pCommandRepresentative = GetSquadCommandRepresentative();
	bool bFollowMode = false;
	if ( pCommandRepresentative )
	{
		bFollowMode = ( pCommandRepresentative->GetCommandGoal() == vec3_invalid );

		// set the variables for network transmission (to show on the hud)
		m_HL2Local.m_iSquadMemberCount = GetNumSquadCommandables();
		m_HL2Local.m_iSquadMedicCount = GetNumSquadCommandableMedics();
		m_HL2Local.m_fSquadInFollowMode = bFollowMode;

		// debugging code for displaying extra squad indicators
		/*
		char *pszMoving = "";
		AISquadIter_t iter;
		for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
		{
			if ( pAllyNpc->IsCommandMoving() )
			{
				pszMoving = "<-";
				break;
			}
		}

		NDebugOverlay::ScreenText(
			0.932, 0.919, 
			CFmtStr( "%d|%c%s", GetNumSquadCommandables(), ( bFollowMode ) ? 'F' : 'S', pszMoving ),
			255, 128, 0, 128,
			0 );
		*/

	}
	else
	{
		m_HL2Local.m_iSquadMemberCount = 0;
		m_HL2Local.m_iSquadMedicCount = 0;
		m_HL2Local.m_fSquadInFollowMode = true;
	}

	if ( m_QueuedCommand != CC_NONE && ( m_QueuedCommand == CC_FOLLOW || gpGlobals->realtime - m_RealTimeLastSquadCommand >= player_squad_double_tap_time.GetFloat() ) )
	{
		CommanderExecute( m_QueuedCommand );
		m_QueuedCommand = CC_NONE;
	}
	else if ( !bFollowMode && pCommandRepresentative && m_CommanderUpdateTimer.Expired() && player_squad_transient_commands.GetBool() )
	{
		m_CommanderUpdateTimer.Set(2.5);

		if ( pCommandRepresentative->ShouldAutoSummon() )
			CommanderExecute( CC_FOLLOW );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//
// bHandled - indicates whether to continue delivering this order to
// all allies. Allows us to stop delivering certain types of orders once we find
// a suitable candidate. (like picking up a single weapon. We don't wish for
// all allies to respond and try to pick up one weapon).
//----------------------------------------------------------------------------- 
bool CHL2_Player::CommanderExecuteOne( CAI_BaseNPC *pNpc, const commandgoal_t &goal, CAI_BaseNPC **Allies, int numAllies )
{
	if ( goal.m_pGoalEntity )
	{
		return pNpc->TargetOrder( goal.m_pGoalEntity, Allies, numAllies );
	}
	else if ( pNpc->IsInPlayerSquad() )
	{
		pNpc->MoveOrder( goal.m_vecGoalLocation, Allies, numAllies );
	}
	
	return true;
}

//---------------------------------------------------------
//---------------------------------------------------------
void CHL2_Player::CommanderExecute( CommanderCommand_t command )
{
	CAI_BaseNPC *pPlayerSquadLeader = GetSquadCommandRepresentative();

	if ( !pPlayerSquadLeader )
	{
		EmitSound( "HL2Player.UseDeny" );
		return;
	}

	int i;
	CUtlVector<CAI_BaseNPC *> Allies;
	commandgoal_t goal;

	if ( command == CC_TOGGLE )
	{
		if ( pPlayerSquadLeader->GetCommandGoal() != vec3_invalid )
			command = CC_FOLLOW;
		else
			command = CC_SEND;
	}
	else
	{
		if ( command == CC_FOLLOW && pPlayerSquadLeader->GetCommandGoal() == vec3_invalid )
			return;
	}

	if ( command == CC_FOLLOW )
	{
		goal.m_pGoalEntity = this;
		goal.m_vecGoalLocation = vec3_invalid;
	}
	else
	{
		goal.m_pGoalEntity = NULL;
		goal.m_vecGoalLocation = vec3_invalid;

		// Find a goal for ourselves.
		if( !CommanderFindGoal( &goal ) )
		{
			EmitSound( "HL2Player.UseDeny" );
			return; // just keep following
		}
	}

#ifdef _DEBUG
	if( goal.m_pGoalEntity == NULL && goal.m_vecGoalLocation == vec3_invalid )
	{
		DevMsg( 1, "**ERROR: Someone sent an invalid goal to CommanderExecute!\n" );
	}
#endif // _DEBUG

	AISquadIter_t iter;
	for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
	{
		if ( pAllyNpc->IsCommandable() )
			Allies.AddToTail( pAllyNpc );
	}

	//---------------------------------
	// If the trace hits an NPC, send all ally NPCs a "target" order. Always
	// goes to targeted one first
#ifdef DBGFLAG_ASSERT
	int nAIs = g_AI_Manager.NumAIs();
#endif
	CAI_BaseNPC * pTargetNpc = (goal.m_pGoalEntity) ? goal.m_pGoalEntity->MyNPCPointer() : NULL;
	
	bool bHandled = false;
	if( pTargetNpc )
	{
		bHandled = !CommanderExecuteOne( pTargetNpc, goal, Allies.Base(), Allies.Count() );
	}
	
	for ( i = 0; !bHandled && i < Allies.Count(); i++ )
	{
		if ( Allies[i] != pTargetNpc && Allies[i]->IsPlayerAlly() )
		{
			bHandled = !CommanderExecuteOne( Allies[i], goal, Allies.Base(), Allies.Count() );
		}
		Assert( nAIs == g_AI_Manager.NumAIs() ); // not coded to support mutating set of NPCs
	}
}

//-----------------------------------------------------------------------------
// Enter/exit commander mode, manage ally selection.
//-----------------------------------------------------------------------------
void CHL2_Player::CommanderMode()
{
	float commandInterval = gpGlobals->realtime - m_RealTimeLastSquadCommand;
	m_RealTimeLastSquadCommand = gpGlobals->realtime;
	if ( commandInterval < player_squad_double_tap_time.GetFloat() )
	{
		m_QueuedCommand = CC_FOLLOW;
	}
	else
	{
		m_QueuedCommand = (player_squad_transient_commands.GetBool()) ? CC_SEND : CC_TOGGLE;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : iImpulse - 
//-----------------------------------------------------------------------------
void CHL2_Player::CheatImpulseCommands( int iImpulse )
{
	switch( iImpulse )
	{
	case 50:
	{
		CommanderMode();
		break;
	}

	case 51:
	{
		// Cheat to create a dynamic resupply item
		Vector vecForward;
		AngleVectors( EyeAngles(), &vecForward );
		CBaseEntity *pItem = (CBaseEntity *)CreateEntityByName( "item_dynamic_resupply" );
		if ( pItem )
		{
			Vector vecOrigin = GetAbsOrigin() + vecForward * 256 + Vector(0,0,64);
			QAngle vecAngles( 0, GetAbsAngles().y - 90, 0 );
			pItem->SetAbsOrigin( vecOrigin );
			pItem->SetAbsAngles( vecAngles );
			pItem->KeyValue( "targetname", "resupply" );
			pItem->Spawn();
			pItem->Activate();
		}
		break;
	}

	case 52:
	{
		// Rangefinder
		trace_t tr;
		UTIL_TraceLine( EyePosition(), EyePosition() + EyeDirection3D() * MAX_COORD_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

		if( tr.fraction != 1.0 )
		{
			float flDist = (tr.startpos - tr.endpos).Length();
			float flDist2D = (tr.startpos - tr.endpos).Length2D();
			DevMsg( 1,"\nStartPos: %.4f %.4f %.4f --- EndPos: %.4f %.4f %.4f\n", tr.startpos.x,tr.startpos.y,tr.startpos.z,tr.endpos.x,tr.endpos.y,tr.endpos.z );
			DevMsg( 1,"3D Distance: %.4f units  (%.2f feet) --- 2D Distance: %.4f units  (%.2f feet)\n", flDist, flDist / 12.0, flDist2D, flDist2D / 12.0 );
		}

		break;
	}

	default:
		BaseClass::CheatImpulseCommands( iImpulse );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHL2_Player::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize )
{
	BaseClass::SetupVisibility( pViewEntity, pvs, pvssize );

	int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum();
	PointCameraSetupVisibility( this, area, pvs, pvssize );

	// If the intro script is playing, we want to get it's visibility points
	if ( g_hIntroScript )
	{
		Vector vecOrigin;
		CBaseEntity *pCamera;
		if ( g_hIntroScript->GetIncludedPVSOrigin( &vecOrigin, &pCamera ) )
		{
			// If it's a point camera, turn it on
			CPointCamera *pPointCamera = dynamic_cast< CPointCamera* >(pCamera); 
			if ( pPointCamera )
			{
				pPointCamera->SetActive( true );
			}
			engine->AddOriginToPVS( vecOrigin );
		}
	}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::SuitPower_Update( void )
{
	if( SuitPower_ShouldRecharge() )
	{
		SuitPower_Charge( SUITPOWER_CHARGE_RATE * gpGlobals->frametime );
	}
	else if( m_HL2Local.m_bitsActiveDevices )
	{
		float flPowerLoad = m_flSuitPowerLoad;

		//Since stickysprint quickly shuts off sprint if it isn't being used, this isn't an issue.
		if ( !sv_stickysprint.GetBool() )
		{
			if( SuitPower_IsDeviceActive(SuitDeviceSprint) )
			{
				if( !fabs(GetAbsVelocity().x) && !fabs(GetAbsVelocity().y) )
				{
					// If player's not moving, don't drain sprint juice.
					flPowerLoad -= SuitDeviceSprint.GetDeviceDrainRate();
				}
			}
		}

		if( SuitPower_IsDeviceActive(SuitDeviceFlashlight) )
		{
			float factor;

			factor = 1.0f / m_flFlashlightPowerDrainScale;

			flPowerLoad -= ( SuitDeviceFlashlight.GetDeviceDrainRate() * (1.0f - factor) );
		}

		if( !SuitPower_Drain( flPowerLoad * gpGlobals->frametime ) )
		{
			// TURN OFF ALL DEVICES!!
			if( IsSprinting() )
			{
				StopSprinting();
			}

			if ( Flashlight_UseLegacyVersion() )
			{
				if( FlashlightIsOn() )
				{
#ifndef HL2MP
					FlashlightTurnOff();
#endif
				}
			}
		}

		if ( Flashlight_UseLegacyVersion() )
		{
			// turn off flashlight a little bit after it hits below one aux power notch (5%)
			if( m_HL2Local.m_flSuitPower < 4.8f && FlashlightIsOn() )
			{
#ifndef HL2MP
				FlashlightTurnOff();
#endif
			}
		}
	}
}


//-----------------------------------------------------------------------------
// Charge battery fully, turn off all devices.
//-----------------------------------------------------------------------------
void CHL2_Player::SuitPower_Initialize( void )
{
	m_HL2Local.m_bitsActiveDevices = 0x00000000;
	m_HL2Local.m_flSuitPower = 100.0;
	m_flSuitPowerLoad = 0.0;
}


//-----------------------------------------------------------------------------
// Purpose: Interface to drain power from the suit's power supply.
// Input:	Amount of charge to remove (expressed as percentage of full charge)
// Output:	Returns TRUE if successful, FALSE if not enough power available.
//-----------------------------------------------------------------------------
bool CHL2_Player::SuitPower_Drain( float flPower )
{
	// Suitpower cheat on?
	if ( sv_infinite_aux_power.GetBool() )
		return true;

	m_HL2Local.m_flSuitPower -= flPower;

	if( m_HL2Local.m_flSuitPower < 0.0 )
	{
		// Power is depleted!
		// Clamp and fail
		m_HL2Local.m_flSuitPower = 0.0;
		return false;
	}

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: Interface to add power to the suit's power supply
// Input:	Amount of charge to add
//-----------------------------------------------------------------------------
void CHL2_Player::SuitPower_Charge( float flPower )
{
	m_HL2Local.m_flSuitPower += flPower;

	if( m_HL2Local.m_flSuitPower > 100.0 )
	{
		// Full charge, clamp.
		m_HL2Local.m_flSuitPower = 100.0;
	}
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHL2_Player::SuitPower_IsDeviceActive( const CSuitPowerDevice &device )
{
	return (m_HL2Local.m_bitsActiveDevices & device.GetDeviceID()) != 0;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHL2_Player::SuitPower_AddDevice( const CSuitPowerDevice &device )
{
	// Make sure this device is NOT active!!
	if( m_HL2Local.m_bitsActiveDevices & device.GetDeviceID() )
		return false;

	if( !IsSuitEquipped() )
		return false;

	m_HL2Local.m_bitsActiveDevices |= device.GetDeviceID();
	m_flSuitPowerLoad += device.GetDeviceDrainRate();
	return true;
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHL2_Player::SuitPower_RemoveDevice( const CSuitPowerDevice &device )
{
	// Make sure this device is active!!
	if( ! (m_HL2Local.m_bitsActiveDevices & device.GetDeviceID()) )
		return false;

	if( !IsSuitEquipped() )
		return false;

	// Take a little bit of suit power when you disable a device. If the device is shutting off
	// because the battery is drained, no harm done, the battery charge cannot go below 0. 
	// This code in combination with the delay before the suit can start recharging are a defense
	// against exploits where the player could rapidly tap sprint and never run out of power.
	SuitPower_Drain( device.GetDeviceDrainRate() * 0.1f );

	m_HL2Local.m_bitsActiveDevices &= ~device.GetDeviceID();
	m_flSuitPowerLoad -= device.GetDeviceDrainRate();

	if( m_HL2Local.m_bitsActiveDevices == 0x00000000 )
	{
		// With this device turned off, we can set this timer which tells us when the
		// suit power system entered a no-load state.
		m_flTimeAllSuitDevicesOff = gpGlobals->curtime;
	}

	return true;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define SUITPOWER_BEGIN_RECHARGE_DELAY	0.5f
bool CHL2_Player::SuitPower_ShouldRecharge( void )
{
	// Make sure all devices are off.
	if( m_HL2Local.m_bitsActiveDevices != 0x00000000 )
		return false;

	// Is the system fully charged?
	if( m_HL2Local.m_flSuitPower >= 100.0f )
		return false; 

	// Has the system been in a no-load state for long enough
	// to begin recharging?
	if( gpGlobals->curtime < m_flTimeAllSuitDevicesOff + SUITPOWER_BEGIN_RECHARGE_DELAY )
		return false;

	return true;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
ConVar	sk_battery( "sk_battery","0" );			

bool CHL2_Player::ApplyBattery( float powerMultiplier )
{
	const float MAX_NORMAL_BATTERY = 100;
	if ((ArmorValue() < MAX_NORMAL_BATTERY) && IsSuitEquipped())
	{
		int pct;
		char szcharge[64];

		IncrementArmorValue( sk_battery.GetFloat() * powerMultiplier, MAX_NORMAL_BATTERY );

		CPASAttenuationFilter filter( this, "ItemBattery.Touch" );
		EmitSound( filter, entindex(), "ItemBattery.Touch" );

		CSingleUserRecipientFilter user( this );
		user.MakeReliable();

		UserMessageBegin( user, "ItemPickup" );
			WRITE_STRING( "item_battery" );
		MessageEnd();

		
		// Suit reports new power level
		// For some reason this wasn't working in release build -- round it.
		pct = (int)( (float)(ArmorValue() * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5);
		pct = (pct / 5);
		if (pct > 0)
			pct--;
	
		Q_snprintf( szcharge,sizeof(szcharge),"!HEV_%1dP", pct );
		
		//UTIL_EmitSoundSuit(edict(), szcharge);
		//SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC);
		return true;		
	}
	return false;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CHL2_Player::FlashlightIsOn( void )
{
	return IsEffectActive( EF_DIMLIGHT );
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::FlashlightTurnOn( void )
{
	if( m_bFlashlightDisabled )
		return;

	if ( Flashlight_UseLegacyVersion() )
	{
		if( !SuitPower_AddDevice( SuitDeviceFlashlight ) )
			return;
	}
#ifdef HL2_DLL
	if( !IsSuitEquipped() )
		return;
#endif

	AddEffects( EF_DIMLIGHT );
	EmitSound( "HL2Player.FlashLightOn" );

	variant_t flashlighton;
	flashlighton.SetFloat( m_HL2Local.m_flSuitPower / 100.0f );
	FirePlayerProxyOutput( "OnFlashlightOn", flashlighton, this, this );
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::FlashlightTurnOff( void )
{
	if ( Flashlight_UseLegacyVersion() )
	{
		if( !SuitPower_RemoveDevice( SuitDeviceFlashlight ) )
			return;
	}

	RemoveEffects( EF_DIMLIGHT );
	EmitSound( "HL2Player.FlashLightOff" );

	variant_t flashlightoff;
	flashlightoff.SetFloat( m_HL2Local.m_flSuitPower / 100.0f );
	FirePlayerProxyOutput( "OnFlashlightOff", flashlightoff, this, this );
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define FLASHLIGHT_RANGE	Square(600)
bool CHL2_Player::IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot )
{
	if( !FlashlightIsOn() )
		return false;

	if( pEntity->Classify() == CLASS_BARNACLE && pEntity->GetEnemy() == this )
	{
		// As long as my flashlight is on, the barnacle that's pulling me in is considered illuminated.
		// This is because players often shine their flashlights at Alyx when they are in a barnacle's 
		// grasp, and wonder why Alyx isn't helping. Alyx isn't helping because the light isn't pointed
		// at the barnacle. This will allow Alyx to see the barnacle no matter which way the light is pointed.
		return true;
	}

	// Within 50 feet?
 	float flDistSqr = GetAbsOrigin().DistToSqr(pEntity->GetAbsOrigin());
	if( flDistSqr > FLASHLIGHT_RANGE )
		return false;

	// Within 45 degrees?
	Vector vecSpot = pEntity->WorldSpaceCenter();
	Vector los;

	// If the eyeposition is too close, move it back. Solves problems
	// caused by the player being too close the target.
	if ( flDistSqr < (128 * 128) )
	{
		Vector vecForward;
		EyeVectors( &vecForward );
		Vector vecMovedEyePos = EyePosition() - (vecForward * 128);
		los = ( vecSpot - vecMovedEyePos );
	}
	else
	{
		los = ( vecSpot - EyePosition() );
	}

	VectorNormalize( los );
	Vector facingDir = EyeDirection3D( );
	float flDot = DotProduct( los, facingDir );

	if ( flReturnDot )
	{
		 *flReturnDot = flDot;
	}

	if ( flDot < 0.92387f )
		return false;

	if( !FVisible(pEntity) )
		return false;

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: Let NPCs know when the flashlight is trained on them
//-----------------------------------------------------------------------------
void CHL2_Player::CheckFlashlight( void )
{
	if ( !FlashlightIsOn() )
		return;

	if ( m_flNextFlashlightCheckTime > gpGlobals->curtime )
		return;
	m_flNextFlashlightCheckTime = gpGlobals->curtime + FLASHLIGHT_NPC_CHECK_INTERVAL;

	// Loop through NPCs looking for illuminated ones
	for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
	{
		CAI_BaseNPC *pNPC = g_AI_Manager.AccessAIs()[i];

		float flDot;

		if ( IsIlluminatedByFlashlight( pNPC, &flDot ) )
		{
			pNPC->PlayerHasIlluminatedNPC( this, flDot );
		}
	}
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::SetPlayerUnderwater( bool state )
{
	if ( state )
	{
		SuitPower_AddDevice( SuitDeviceBreather );
	}
	else
	{
  		SuitPower_RemoveDevice( SuitDeviceBreather );
	}

	BaseClass::SetPlayerUnderwater( state );
}

//-----------------------------------------------------------------------------
bool CHL2_Player::PassesDamageFilter( const CTakeDamageInfo &info )
{
	CBaseEntity *pAttacker = info.GetAttacker();
	if( pAttacker && pAttacker->MyNPCPointer() && pAttacker->MyNPCPointer()->IsPlayerAlly() )
	{
		return false;
	}

	if( m_hPlayerProxy && !m_hPlayerProxy->PassesDamageFilter( info ) )
	{
		return false;
	}

	return BaseClass::PassesDamageFilter( info );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHL2_Player::SetFlashlightEnabled( bool bState )
{
	m_bFlashlightDisabled = !bState;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::InputDisableFlashlight( inputdata_t &inputdata )
{
	if( FlashlightIsOn() )
		FlashlightTurnOff();

	SetFlashlightEnabled( false );
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::InputEnableFlashlight( inputdata_t &inputdata )
{
	SetFlashlightEnabled( true );
}


//-----------------------------------------------------------------------------
// Purpose: Prevent the player from taking fall damage for [n] seconds, but
// reset back to taking fall damage after the first impact (so players will be
// hurt if they bounce off what they hit). This is the original behavior.
//-----------------------------------------------------------------------------
void CHL2_Player::InputIgnoreFallDamage( inputdata_t &inputdata )
{
	float timeToIgnore = inputdata.value.Float();

	if ( timeToIgnore <= 0.0 )
		timeToIgnore = TIME_IGNORE_FALL_DAMAGE;

	m_flTimeIgnoreFallDamage = gpGlobals->curtime + timeToIgnore;
	m_bIgnoreFallDamageResetAfterImpact = true;
}


//-----------------------------------------------------------------------------
// Purpose: Absolutely prevent the player from taking fall damage for [n] seconds. 
//-----------------------------------------------------------------------------
void CHL2_Player::InputIgnoreFallDamageWithoutReset( inputdata_t &inputdata )
{
	float timeToIgnore = inputdata.value.Float();

	if ( timeToIgnore <= 0.0 )
		timeToIgnore = TIME_IGNORE_FALL_DAMAGE;

	m_flTimeIgnoreFallDamage = gpGlobals->curtime + timeToIgnore;
	m_bIgnoreFallDamageResetAfterImpact = false;
}

//-----------------------------------------------------------------------------
// Purpose: Notification of a player's npc ally in the players squad being killed
//-----------------------------------------------------------------------------
void CHL2_Player::OnSquadMemberKilled( inputdata_t &data )
{
	// send a message to the client, to notify the hud of the loss
	CSingleUserRecipientFilter user( this );
	user.MakeReliable();
	UserMessageBegin( user, "SquadMemberDied" );
	MessageEnd();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHL2_Player::NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity )
{
	CAI_BaseNPC *pAttacker = pAttackerEntity->MyNPCPointer();
	if ( pAttacker )
	{
		const Vector &origin = GetAbsOrigin();
		for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
		{
			const float NEAR_Z = 12*12;
			const float NEAR_XY_SQ = Square( 50*12 );
			CAI_BaseNPC *pNpc = g_AI_Manager.AccessAIs()[i];
			if ( pNpc->IsPlayerAlly() )
			{
				const Vector &originNpc = pNpc->GetAbsOrigin();
				if ( fabsf( originNpc.z - origin.z ) < NEAR_Z )
				{
					if ( (originNpc.AsVector2D() - origin.AsVector2D()).LengthSqr() < NEAR_XY_SQ )
					{
						pNpc->OnFriendDamaged( this, pAttacker );
					}
				}
			}
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
ConVar test_massive_dmg("test_massive_dmg", "30" );
ConVar test_massive_dmg_clip("test_massive_dmg_clip", "0.5" );
int	CHL2_Player::OnTakeDamage( const CTakeDamageInfo &info )
{
	if ( GlobalEntity_GetState( "gordon_invulnerable" ) == GLOBAL_ON )
		return 0;

	// ignore fall damage if instructed to do so by input
	if ( ( info.GetDamageType() & DMG_FALL ) && m_flTimeIgnoreFallDamage > gpGlobals->curtime )
	{
		// usually, we will reset the input flag after the first impact. However there is another input that
		// prevents this behavior.
		if ( m_bIgnoreFallDamageResetAfterImpact )
		{
			m_flTimeIgnoreFallDamage = 0;
		}
		return 0;
	}

	if( info.GetDamageType() & DMG_BLAST_SURFACE )
	{
		if( GetWaterLevel() > 2 )
		{
			// Don't take blast damage from anything above the surface.
			if( info.GetInflictor()->GetWaterLevel() == 0 )
			{
				return 0;
			}
		}
	}

	if ( info.GetDamage() > 0.0f )
	{
		m_flLastDamageTime = gpGlobals->curtime;

		if ( info.GetAttacker() )
			NotifyFriendsOfDamage( info.GetAttacker() );
	}
	
	// Modify the amount of damage the player takes, based on skill.
	CTakeDamageInfo playerDamage = info;

	// Should we run this damage through the skill level adjustment?
	bool bAdjustForSkillLevel = true;

	if( info.GetDamageType() == DMG_GENERIC && info.GetAttacker() == this && info.GetInflictor() == this )
	{
		// Only do a skill level adjustment if the player isn't his own attacker AND inflictor.
		// This prevents damage from SetHealth() inputs from being adjusted for skill level.
		bAdjustForSkillLevel = false;
	}

	if ( GetVehicleEntity() != NULL && GlobalEntity_GetState("gordon_protect_driver") == GLOBAL_ON )
	{
		if( playerDamage.GetDamage() > test_massive_dmg.GetFloat() && playerDamage.GetInflictor() == GetVehicleEntity() && (playerDamage.GetDamageType() & DMG_CRUSH) )
		{
			playerDamage.ScaleDamage( test_massive_dmg_clip.GetFloat() / playerDamage.GetDamage() );
		}
	}

	if( bAdjustForSkillLevel )
	{
		playerDamage.AdjustPlayerDamageTakenForSkillLevel();
	}

	gamestats->Event_PlayerDamage( this, info );

	return BaseClass::OnTakeDamage( playerDamage );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &info - 
//-----------------------------------------------------------------------------
int CHL2_Player::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
	// Drown
	if( info.GetDamageType() & DMG_DROWN )
	{
		if( m_idrowndmg == m_idrownrestored )
		{
			EmitSound( "Player.DrownStart" );
		}
		else
		{
			EmitSound( "Player.DrownContinue" );
		}
	}

	// Burnt
	if ( info.GetDamageType() & DMG_BURN )
	{
		EmitSound( "HL2Player.BurnPain" );
	}


	if( (info.GetDamageType() & DMG_SLASH) && hl2_episodic.GetBool() )
	{
		if( m_afPhysicsFlags & PFLAG_USING )
		{
			// Stop the player using a rotating button for a short time if hit by a creature's melee attack.
			// This is for the antlion burrow-corking training in EP1 (sjb).
			SuspendUse( 0.5f );
		}
	}


	// Call the base class implementation
	return BaseClass::OnTakeDamage_Alive( info );
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::OnDamagedByExplosion( const CTakeDamageInfo &info )
{
	if ( info.GetInflictor() && info.GetInflictor()->ClassMatches( "mortarshell" ) )
	{
		// No ear ringing for mortar
		UTIL_ScreenShake( info.GetInflictor()->GetAbsOrigin(), 4.0, 1.0, 0.5, 1000, SHAKE_START, false );
		return;
	}
	BaseClass::OnDamagedByExplosion( info );
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHL2_Player::ShouldShootMissTarget( CBaseCombatCharacter *pAttacker )
{
	if( gpGlobals->curtime > m_flTargetFindTime )
	{
		// Put this off into the future again.
		m_flTargetFindTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
		return true;
	}

	return false;
}

//-----------------------------------------------------------------------------
// Purpose: Notifies Alyx that player has put a combine ball into a socket so she can comment on it.
// Input  : pCombineBall - ball the was socketed
//-----------------------------------------------------------------------------
void CHL2_Player::CombineBallSocketed( CPropCombineBall *pCombineBall )
{
#ifdef HL2_EPISODIC
	CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
	if ( pAlyx )
	{
		pAlyx->CombineBallSocketed( pCombineBall->NumBounces() );
	}
#endif
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
{
	BaseClass::Event_KilledOther( pVictim, info );

#ifdef HL2_EPISODIC

	CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();

	for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
	{
		if ( ppAIs[i] && ppAIs[i]->IRelationType(this) == D_LI )
		{
			ppAIs[i]->OnPlayerKilledOther( pVictim, info );
		}
	}

#endif
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::Event_Killed( const CTakeDamageInfo &info )
{
	BaseClass::Event_Killed( info );

	FirePlayerProxyOutput( "PlayerDied", variant_t(), this, this );
	NotifyScriptsOfDeath();
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::NotifyScriptsOfDeath( void )
{
	CBaseEntity *pEnt =	gEntList.FindEntityByClassname( NULL, "scripted_sequence" );

	while( pEnt )
	{
		variant_t emptyVariant;
		pEnt->AcceptInput( "ScriptPlayerDeath", NULL, NULL, emptyVariant, 0 );

		pEnt = gEntList.FindEntityByClassname( pEnt, "scripted_sequence" );
	}

	pEnt =	gEntList.FindEntityByClassname( NULL, "logic_choreographed_scene" );

	while( pEnt )
	{
		variant_t emptyVariant;
		pEnt->AcceptInput( "ScriptPlayerDeath", NULL, NULL, emptyVariant, 0 );

		pEnt = gEntList.FindEntityByClassname( pEnt, "logic_choreographed_scene" );
	}
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CHL2_Player::GetAutoaimVector( autoaim_params_t &params )
{
	BaseClass::GetAutoaimVector( params );

	if ( IsX360() )
	{
		if( IsInAVehicle() )
		{
			if( m_hLockedAutoAimEntity && m_hLockedAutoAimEntity->IsAlive() && ShouldKeepLockedAutoaimTarget(m_hLockedAutoAimEntity) )
			{
				if( params.m_hAutoAimEntity && params.m_hAutoAimEntity != m_hLockedAutoAimEntity )
				{
					// Autoaim has picked a new target. Switch.
					m_hLockedAutoAimEntity = params.m_hAutoAimEntity;
				}

				// Ignore autoaim and just keep aiming at this target.
				params.m_hAutoAimEntity = m_hLockedAutoAimEntity;
				Vector vecTarget = m_hLockedAutoAimEntity->BodyTarget( EyePosition(), false );
				Vector vecDir = vecTarget - EyePosition();
				VectorNormalize( vecDir );

				params.m_vecAutoAimDir = vecDir;
				params.m_vecAutoAimPoint = vecTarget;
				return;		
			}
			else
			{
				m_hLockedAutoAimEntity = NULL;
			}
		}

		// If the player manually gets his crosshair onto a target, make that target sticky
		if( params.m_fScale != AUTOAIM_SCALE_DIRECT_ONLY )
		{
			// Only affect this for 'real' queries
			//if( params.m_hAutoAimEntity && params.m_bOnTargetNatural )
			if( params.m_hAutoAimEntity )
			{
				// Turn on sticky.
				m_HL2Local.m_bStickyAutoAim = true;

				if( IsInAVehicle() )
				{
					m_hLockedAutoAimEntity = params.m_hAutoAimEntity;
				}
			}
			else if( !params.m_hAutoAimEntity )
			{
				// Turn off sticky only if there's no target at all.
				m_HL2Local.m_bStickyAutoAim = false;

				m_hLockedAutoAimEntity = NULL;
			}
		}
	}
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHL2_Player::ShouldKeepLockedAutoaimTarget( EHANDLE hLockedTarget )
{
	Vector vecLooking;
	Vector vecToTarget;

	vecToTarget = hLockedTarget->WorldSpaceCenter()	- EyePosition();
	float flDist = vecToTarget.Length2D();
	VectorNormalize( vecToTarget );

	if( flDist > autoaim_max_dist.GetFloat() )
		return false;

	float flDot;

	vecLooking = EyeDirection3D();
	flDot = DotProduct( vecLooking, vecToTarget );

	if( flDot < autoaim_unlock_target.GetFloat() ) 
		return false;

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : iCount - 
//			iAmmoIndex - 
//			bSuppressSound - 
// Output : int
//-----------------------------------------------------------------------------
int CHL2_Player::GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound)
{
	// Don't try to give the player invalid ammo indices.
	if (nAmmoIndex < 0)
		return 0;

	bool bCheckAutoSwitch = false;
	if (!HasAnyAmmoOfType(nAmmoIndex))
	{
		bCheckAutoSwitch = true;
	}

	int nAdd = BaseClass::GiveAmmo(nCount, nAmmoIndex, bSuppressSound);

	if ( nCount > 0 && nAdd == 0 )
	{
		// we've been denied the pickup, display a hud icon to show that
		CSingleUserRecipientFilter user( this );
		user.MakeReliable();
		UserMessageBegin( user, "AmmoDenied" );
			WRITE_SHORT( nAmmoIndex );
		MessageEnd();
	}

	//
	// If I was dry on ammo for my best weapon and justed picked up ammo for it,
	// autoswitch to my best weapon now.
	//
	if (bCheckAutoSwitch)
	{
		CBaseCombatWeapon *pWeapon = g_pGameRules->GetNextBestWeapon(this, GetActiveWeapon());

		if ( pWeapon && pWeapon->GetPrimaryAmmoType() == nAmmoIndex )
		{
			SwitchToNextBestWeapon(GetActiveWeapon());
		}
	}

	return nAdd;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CHL2_Player::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
{
#ifndef HL2MP	
	if ( pWeapon->ClassMatches( "weapon_stunstick" ) )
	{
		if ( ApplyBattery( 0.5 ) )
			UTIL_Remove( pWeapon );
		return false;
	}
#endif

	return BaseClass::Weapon_CanUse( pWeapon );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pWeapon - 
//-----------------------------------------------------------------------------
void CHL2_Player::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
#if	HL2_SINGLE_PRIMARY_WEAPON_MODE

	if ( pWeapon->GetSlot() == WEAPON_PRIMARY_SLOT )
	{
		Weapon_DropSlot( WEAPON_PRIMARY_SLOT );
	}

#endif

	if( GetActiveWeapon() == NULL )
	{
		m_HL2Local.m_bWeaponLowered = false;
	}

	BaseClass::Weapon_Equip( pWeapon );
}

//-----------------------------------------------------------------------------
// Purpose: Player reacts to bumping a weapon. 
// Input  : pWeapon - the weapon that the player bumped into.
// Output : Returns true if player picked up the weapon
//-----------------------------------------------------------------------------
bool CHL2_Player::BumpWeapon( CBaseCombatWeapon *pWeapon )
{

#if	HL2_SINGLE_PRIMARY_WEAPON_MODE

	CBaseCombatCharacter *pOwner = pWeapon->GetOwner();

	// Can I have this weapon type?
	if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
	{
		if ( gEvilImpulse101 )
		{
			UTIL_Remove( pWeapon );
		}
		return false;
	}

	// ----------------------------------------
	// If I already have it just take the ammo
	// ----------------------------------------
	if (Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType())) 
	{
		//Only remove the weapon if we attained ammo from it
		if ( Weapon_EquipAmmoOnly( pWeapon ) == false )
			return false;

		// Only remove me if I have no ammo left
		// Can't just check HasAnyAmmo because if I don't use clips, I want to be removed, 
		if ( pWeapon->UsesClipsForAmmo1() && pWeapon->HasPrimaryAmmo() )
			return false;

		UTIL_Remove( pWeapon );
		return false;
	}
	// -------------------------
	// Otherwise take the weapon
	// -------------------------
	else 
	{
		//Make sure we're not trying to take a new weapon type we already have
		if ( Weapon_SlotOccupied( pWeapon ) )
		{
			CBaseCombatWeapon *pActiveWeapon = Weapon_GetSlot( WEAPON_PRIMARY_SLOT );

			if ( pActiveWeapon != NULL && pActiveWeapon->HasAnyAmmo() == false && Weapon_CanSwitchTo( pWeapon ) )
			{
				Weapon_Equip( pWeapon );
				return true;
			}

			//Attempt to take ammo if this is the gun we're holding already
			if ( Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType() ) )
			{
				Weapon_EquipAmmoOnly( pWeapon );
			}

			return false;
		}

		pWeapon->CheckRespawn();

		pWeapon->AddSolidFlags( FSOLID_NOT_SOLID );
		pWeapon->AddEffects( EF_NODRAW );

		Weapon_Equip( pWeapon );

		EmitSound( "HL2Player.PickupWeapon" );
		
		return true;
	}
#else

	return BaseClass::BumpWeapon( pWeapon );

#endif

}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *cmd - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL2_Player::ClientCommand( const CCommand &args )
{
#if	HL2_SINGLE_PRIMARY_WEAPON_MODE

	//Drop primary weapon
	if ( !Q_stricmp( args[0], "DropPrimary" ) )
	{
		Weapon_DropSlot( WEAPON_PRIMARY_SLOT );
		return true;
	}

#endif

	if ( !Q_stricmp( args[0], "emit" ) )
	{
		CSingleUserRecipientFilter filter( this );
		if ( args.ArgC() > 1 )
		{
			EmitSound( filter, entindex(), args[ 1 ] );
		}
		else
		{
			EmitSound( filter, entindex(), "Test.Sound" );
		}
		return true;
	}

	return BaseClass::ClientCommand( args );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Output : void CBasePlayer::PlayerUse
//-----------------------------------------------------------------------------
void CHL2_Player::PlayerUse ( void )
{
	// Was use pressed or released?
	if ( ! ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
		return;

	if ( m_afButtonPressed & IN_USE )
	{
		// Currently using a latched entity?
		if ( ClearUseEntity() )
		{
			return;
		}
		else
		{
			if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
			{
				m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
				m_iTrain = TRAIN_NEW|TRAIN_OFF;
				return;
			}
			else
			{	// Start controlling the train!
				CBaseEntity *pTrain = GetGroundEntity();
				if ( pTrain && !(m_nButtons & IN_JUMP) && (GetFlags() & FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(this) )
				{
					m_afPhysicsFlags |= PFLAG_DIROVERRIDE;
					m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
					m_iTrain |= TRAIN_NEW;
					EmitSound( "HL2Player.TrainUse" );
					return;
				}
			}
		}

		// Tracker 3926:  We can't +USE something if we're climbing a ladder
		if ( GetMoveType() == MOVETYPE_LADDER )
		{
			return;
		}
	}

	if( m_flTimeUseSuspended > gpGlobals->curtime )
	{
		// Something has temporarily stopped us being able to USE things.
		// Obviously, this should be used very carefully.(sjb)
		return;
	}

	CBaseEntity *pUseEntity = FindUseEntity();

	bool usedSomething = false;

	// Found an object
	if ( pUseEntity )
	{
		//!!!UNDONE: traceline here to prevent +USEing buttons through walls			
		int caps = pUseEntity->ObjectCaps();
		variant_t emptyVariant;

		if ( m_afButtonPressed & IN_USE )
		{
			// Robin: Don't play sounds for NPCs, because NPCs will allow respond with speech.
			if ( !pUseEntity->MyNPCPointer() )
			{
				EmitSound( "HL2Player.Use" );
			}
		}

		if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) ||
			 ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
		{
			if ( caps & FCAP_CONTINUOUS_USE )
				m_afPhysicsFlags |= PFLAG_USING;

			pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );

			usedSomething = true;
		}
		// UNDONE: Send different USE codes for ON/OFF.  Cache last ONOFF_USE object to send 'off' if you turn away
		else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) )	// BUGBUG This is an "off" use
		{
			pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );

			usedSomething = true;
		}

#if	HL2_SINGLE_PRIMARY_WEAPON_MODE

		//Check for weapon pick-up
		if ( m_afButtonPressed & IN_USE )
		{
			CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(pUseEntity);

			if ( ( pWeapon != NULL ) && ( Weapon_CanSwitchTo( pWeapon ) ) )
			{
				//Try to take ammo or swap the weapon
				if ( Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType() ) )
				{
					Weapon_EquipAmmoOnly( pWeapon );
				}
				else
				{
					Weapon_DropSlot( pWeapon->GetSlot() );
					Weapon_Equip( pWeapon );
				}

				usedSomething = true;
			}
		}
#endif
	}
	else if ( m_afButtonPressed & IN_USE )
	{
		// Signal that we want to play the deny sound, unless the user is +USEing on a ladder!
		// The sound is emitted in ItemPostFrame, since that occurs after GameMovement::ProcessMove which
		// lets the ladder code unset this flag.
		m_bPlayUseDenySound = true;
	}

	// Debounce the use key
	if ( usedSomething && pUseEntity )
	{
		m_Local.m_nOldButtons |= IN_USE;
		m_afButtonPressed &= ~IN_USE;
	}
}

ConVar	sv_show_crosshair_target( "sv_show_crosshair_target", "0" );

//-----------------------------------------------------------------------------
// Purpose: Updates the posture of the weapon from lowered to ready
//-----------------------------------------------------------------------------
void CHL2_Player::UpdateWeaponPosture( void )
{
	CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(GetActiveWeapon());

	if ( pWeapon && m_LowerWeaponTimer.Expired() && pWeapon->CanLower() )
	{
		m_LowerWeaponTimer.Set( .3 );
		VPROF( "CHL2_Player::UpdateWeaponPosture-CheckLower" );
		Vector vecAim = BaseClass::GetAutoaimVector( AUTOAIM_SCALE_DIRECT_ONLY );

		const float CHECK_FRIENDLY_RANGE = 50 * 12;
		trace_t	tr;
		UTIL_TraceLine( EyePosition(), EyePosition() + vecAim * CHECK_FRIENDLY_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );

		CBaseEntity *aimTarget = tr.m_pEnt;

		//If we're over something
		if (  aimTarget && !tr.DidHitWorld() )
		{
			if ( !aimTarget->IsNPC() || aimTarget->MyNPCPointer()->GetState() != NPC_STATE_COMBAT )
			{
				Disposition_t dis = IRelationType( aimTarget );

				//Debug info for seeing what an object "cons" as
				if ( sv_show_crosshair_target.GetBool() )
				{
					int text_offset = BaseClass::DrawDebugTextOverlays();

					char tempstr[255];	

					switch ( dis )
					{
					case D_LI:
						Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Like" );
						break;

					case D_HT:
						Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Hate" );
						break;

					case D_FR:
						Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Fear" );
						break;

					case D_NU:
						Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Neutral" );
						break;

					default:
					case D_ER:
						Q_snprintf( tempstr, sizeof(tempstr), "Disposition: !!!ERROR!!!" );
						break;
					}

					//Draw the text
					NDebugOverlay::EntityText( aimTarget->entindex(), text_offset, tempstr, 0 );
				}

				//See if we hates it
				if ( dis == D_LI  )
				{
					//We're over a friendly, drop our weapon
					if ( Weapon_Lower() == false )
					{
						//FIXME: We couldn't lower our weapon!
					}

					return;
				}
			}
		}

		if ( Weapon_Ready() == false )
		{
			//FIXME: We couldn't raise our weapon!
		}
	}

	if( g_pGameRules->GetAutoAimMode() != AUTOAIM_NONE )
	{
		if( !pWeapon )
		{
			// This tells the client to draw no crosshair
			m_HL2Local.m_bWeaponLowered = true;
			return;
		}
		else
		{
			if( !pWeapon->CanLower() && m_HL2Local.m_bWeaponLowered )
				m_HL2Local.m_bWeaponLowered = false;
		}

		if( !m_AutoaimTimer.Expired() )
			return;

		m_AutoaimTimer.Set( .1 );

		VPROF( "hl2_x360_aiming" );

		// Call the autoaim code to update the local player data, which allows the client to update.
		autoaim_params_t params;
		params.m_vecAutoAimPoint.Init();
		params.m_vecAutoAimDir.Init();
		params.m_fScale = AUTOAIM_SCALE_DEFAULT;
		params.m_fMaxDist = autoaim_max_dist.GetFloat();
		GetAutoaimVector( params );
		m_HL2Local.m_hAutoAimTarget.Set( params.m_hAutoAimEntity );
		m_HL2Local.m_vecAutoAimPoint.Set( params.m_vecAutoAimPoint );
		m_HL2Local.m_bAutoAimTarget = ( params.m_bAutoAimAssisting || params.m_bOnTargetNatural );
		return;
	}
	else
	{
		// Make sure there's no residual autoaim target if the user changes the xbox_aiming convar on the fly.
		m_HL2Local.m_hAutoAimTarget.Set(NULL);
	}
}

//-----------------------------------------------------------------------------
// Purpose: Lowers the weapon posture (for hovering over friendlies)
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL2_Player::Weapon_Lower( void )
{
	VPROF( "CHL2_Player::Weapon_Lower" );
	// Already lowered?
	if ( m_HL2Local.m_bWeaponLowered )
		return true;

	m_HL2Local.m_bWeaponLowered = true;

	CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(GetActiveWeapon());

	if ( pWeapon == NULL )
		return false;

	return pWeapon->Lower();
}

//-----------------------------------------------------------------------------
// Purpose: Returns the weapon posture to normal
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHL2_Player::Weapon_Ready( void )
{
	VPROF( "CHL2_Player::Weapon_Ready" );

	// Already ready?
	if ( m_HL2Local.m_bWeaponLowered == false )
		return true;

	m_HL2Local.m_bWeaponLowered = false;

	CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(GetActiveWeapon());

	if ( pWeapon == NULL )
		return false;

	return pWeapon->Ready();
}

//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we can switch to the given weapon.
// Input  : pWeapon - 
//-----------------------------------------------------------------------------
bool CHL2_Player::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon )
{
	CBasePlayer *pPlayer = (CBasePlayer *)this;
#if !defined( CLIENT_DLL )
	IServerVehicle *pVehicle = pPlayer->GetVehicle();
#else
	IClientVehicle *pVehicle = pPlayer->GetVehicle();
#endif
	if (pVehicle && !pPlayer->UsingStandardWeaponsInVehicle())
		return false;

	if ( !pWeapon->HasAnyAmmo() && !GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) )
		return false;

	if ( !pWeapon->CanDeploy() )
		return false;

	if ( GetActiveWeapon() )
	{
		if ( PhysCannonGetHeldEntity( GetActiveWeapon() ) == pWeapon && 
			Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType()) )
		{
			return true;
		}

		if ( !GetActiveWeapon()->CanHolster() )
			return false;
	}

	return true;
}

void CHL2_Player::PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize )
{
	// can't pick up what you're standing on
	if ( GetGroundEntity() == pObject )
		return;
	
	if ( bLimitMassAndSize == true )
	{
		if ( CBasePlayer::CanPickupObject( pObject, 35, 128 ) == false )
			 return;
	}

	// Can't be picked up if NPCs are on me
	if ( pObject->HasNPCsOnIt() )
		return;

	PlayerPickupObject( this, pObject );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Output : CBaseEntity
//-----------------------------------------------------------------------------
bool CHL2_Player::IsHoldingEntity( CBaseEntity *pEnt )
{
	return PlayerPickupControllerIsHoldingEntity( m_hUseEntity, pEnt );
}

float CHL2_Player::GetHeldObjectMass( IPhysicsObject *pHeldObject )
{
	float mass = PlayerPickupGetHeldObjectMass( m_hUseEntity, pHeldObject );
	if ( mass == 0.0f )
	{
		mass = PhysCannonGetHeldObjectMass( GetActiveWeapon(), pHeldObject );
	}
	return mass;
}

//-----------------------------------------------------------------------------
// Purpose: Force the player to drop any physics objects he's carrying
//-----------------------------------------------------------------------------
void CHL2_Player::ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldingThis )
{
	if ( PhysIsInCallback() )
	{
		variant_t value;
		g_EventQueue.AddEvent( this, "ForceDropPhysObjects", value, 0.01f, pOnlyIfHoldingThis, this );
		return;
	}

#ifdef HL2_EPISODIC
	if ( hl2_episodic.GetBool() )
	{
		CBaseEntity *pHeldEntity = PhysCannonGetHeldEntity( GetActiveWeapon() );
		if( pHeldEntity && pHeldEntity->ClassMatches( "grenade_helicopter" ) )
		{
			return;
		}
	}
#endif

	// Drop any objects being handheld.
	ClearUseEntity();

	// Then force the physcannon to drop anything it's holding, if it's our active weapon
	PhysCannonForceDrop( GetActiveWeapon(), NULL );
}

void CHL2_Player::InputForceDropPhysObjects( inputdata_t &data )
{
	ForceDropOfCarriedPhysObjects( data.pActivator );
}


//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHL2_Player::UpdateClientData( void )
{
	if (m_DmgTake || m_DmgSave || m_bitsHUDDamage != m_bitsDamageType)
	{
		// Comes from inside me if not set
		Vector damageOrigin = GetLocalOrigin();
		// send "damage" message
		// causes screen to flash, and pain compass to show direction of damage
		damageOrigin = m_DmgOrigin;

		// only send down damage type that have hud art
		int iShowHudDamage = g_pGameRules->Damage_GetShowOnHud();
		int visibleDamageBits = m_bitsDamageType & iShowHudDamage;

		m_DmgTake = clamp( m_DmgTake, 0, 255 );
		m_DmgSave = clamp( m_DmgSave, 0, 255 );

		// If we're poisoned, but it wasn't this frame, don't send the indicator
		// Without this check, any damage that occured to the player while they were
		// recovering from a poison bite would register as poisonous as well and flash
		// the whole screen! -- jdw
		if ( visibleDamageBits & DMG_POISON )
		{
			float flLastPoisonedDelta = gpGlobals->curtime - m_tbdPrev;
			if ( flLastPoisonedDelta > 0.1f )
			{
				visibleDamageBits &= ~DMG_POISON;
			}
		}

		CSingleUserRecipientFilter user( this );
		user.MakeReliable();
		UserMessageBegin( user, "Damage" );
			WRITE_BYTE( m_DmgSave );
			WRITE_BYTE( m_DmgTake );
			WRITE_LONG( visibleDamageBits );
			WRITE_FLOAT( damageOrigin.x );	//BUG: Should be fixed point (to hud) not floats
			WRITE_FLOAT( damageOrigin.y );	//BUG: However, the HUD does _not_ implement bitfield messages (yet)
			WRITE_FLOAT( damageOrigin.z );	//BUG: We use WRITE_VEC3COORD for everything else
		MessageEnd();
	
		m_DmgTake = 0;
		m_DmgSave = 0;
		m_bitsHUDDamage = m_bitsDamageType;
		
		// Clear off non-time-based damage indicators
		int iTimeBasedDamage = g_pGameRules->Damage_GetTimeBased();
		m_bitsDamageType &= iTimeBasedDamage;
	}

	// Update Flashlight
#ifdef HL2_EPISODIC
	if ( Flashlight_UseLegacyVersion() == false )
	{
		if ( FlashlightIsOn() && sv_infinite_aux_power.GetBool() == false )
		{
			m_HL2Local.m_flFlashBattery -= FLASH_DRAIN_TIME * gpGlobals->frametime;
			if ( m_HL2Local.m_flFlashBattery < 0.0f )
			{
				FlashlightTurnOff();
				m_HL2Local.m_flFlashBattery = 0.0f;
			}
		}
		else
		{
			m_HL2Local.m_flFlashBattery += FLASH_CHARGE_TIME * gpGlobals->frametime;
			if ( m_HL2Local.m_flFlashBattery > 100.0f )
			{
				m_HL2Local.m_flFlashBattery = 100.0f;
			}
		}
	}
	else
	{
		m_HL2Local.m_flFlashBattery = -1.0f;
	}
#endif // HL2_EPISODIC

	BaseClass::UpdateClientData();
}

//---------------------------------------------------------
//---------------------------------------------------------
void CHL2_Player::OnRestore()
{
	BaseClass::OnRestore();
	m_pPlayerAISquad = g_AI_SquadManager.FindCreateSquad(AllocPooledString(PLAYER_SQUADNAME));
}

//---------------------------------------------------------
//---------------------------------------------------------
Vector CHL2_Player::EyeDirection2D( void )
{
	Vector vecReturn = EyeDirection3D();
	vecReturn.z = 0;
	vecReturn.AsVector2D().NormalizeInPlace();

	return vecReturn;
}

//---------------------------------------------------------
//---------------------------------------------------------
Vector CHL2_Player::EyeDirection3D( void )
{
	Vector vecForward;

	// Return the vehicle angles if we request them
	if ( GetVehicle() != NULL )
	{
		CacheVehicleView();
		EyeVectors( &vecForward );
		return vecForward;
	}
	
	AngleVectors( EyeAngles(), &vecForward );
	return vecForward;
}


//---------------------------------------------------------
//---------------------------------------------------------
bool CHL2_Player::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex )
{
	MDLCACHE_CRITICAL_SECTION();

	// Recalculate proficiency!
	SetCurrentWeaponProficiency( CalcWeaponProficiency( pWeapon ) );

	// Come out of suit zoom mode
	if ( IsZooming() )
	{
		StopZooming();
	}

	return BaseClass::Weapon_Switch( pWeapon, viewmodelindex );
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
WeaponProficiency_t CHL2_Player::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon )
{
	WeaponProficiency_t proficiency;

	proficiency = WEAPON_PROFICIENCY_PERFECT;

	if( weapon_showproficiency.GetBool() != 0 )
	{
		Msg("Player switched to %s, proficiency is %s\n", pWeapon->GetClassname(), GetWeaponProficiencyName( proficiency ) );
	}

	return proficiency;
}

//-----------------------------------------------------------------------------
// Purpose: override how single player rays hit the player
//-----------------------------------------------------------------------------

bool LineCircleIntersection(
	const Vector2D &center,
	const float radius,
	const Vector2D &vLinePt,
	const Vector2D &vLineDir,
	float *fIntersection1,
	float *fIntersection2)
{
	// Line = P + Vt
	// Sphere = r (assume we've translated to origin)
	// (P + Vt)^2 = r^2
	// VVt^2 + 2PVt + (PP - r^2)
	// Solve as quadratic:  (-b  +/-  sqrt(b^2 - 4ac)) / 2a
	// If (b^2 - 4ac) is < 0 there is no solution.
	// If (b^2 - 4ac) is = 0 there is one solution (a case this function doesn't support).
	// If (b^2 - 4ac) is > 0 there are two solutions.
	Vector2D P;
	float a, b, c, sqr, insideSqr;


	// Translate circle to origin.
	P[0] = vLinePt[0] - center[0];
	P[1] = vLinePt[1] - center[1];
	
	a = vLineDir.Dot(vLineDir);
	b = 2.0f * P.Dot(vLineDir);
	c = P.Dot(P) - (radius * radius);

	insideSqr = b*b - 4*a*c;
	if(insideSqr <= 0.000001f)
		return false;

	// Ok, two solutions.
	sqr = (float)FastSqrt(insideSqr);

	float denom = 1.0 / (2.0f * a);
	
	*fIntersection1 = (-b - sqr) * denom;
	*fIntersection2 = (-b + sqr) * denom;

	return true;
}

static void Collision_ClearTrace( const Vector &vecRayStart, const Vector &vecRayDelta, CBaseTrace *pTrace )
{
	pTrace->startpos = vecRayStart;
	pTrace->endpos = vecRayStart;
	pTrace->endpos += vecRayDelta;
	pTrace->startsolid = false;
	pTrace->allsolid = false;
	pTrace->fraction = 1.0f;
	pTrace->contents = 0;
}


bool IntersectRayWithAACylinder( const Ray_t &ray, 
	const Vector &center, float radius, float height, CBaseTrace *pTrace )
{
	Assert( ray.m_IsRay );
	Collision_ClearTrace( ray.m_Start, ray.m_Delta, pTrace );

	// First intersect the ray with the top + bottom planes
	float halfHeight = height * 0.5;

	// Handle parallel case
	Vector vStart = ray.m_Start - center;
	Vector vEnd = vStart + ray.m_Delta;

	float flEnterFrac, flLeaveFrac;
	if (FloatMakePositive(ray.m_Delta.z) < 1e-8)
	{
		if ( (vStart.z < -halfHeight) || (vStart.z > halfHeight) )
		{
			return false; // no hit
		}
		flEnterFrac = 0.0f; flLeaveFrac = 1.0f;
	}
	else
	{
		// Clip the ray to the top and bottom of box
		flEnterFrac = IntersectRayWithAAPlane( vStart, vEnd, 2, 1, halfHeight);
		flLeaveFrac = IntersectRayWithAAPlane( vStart, vEnd, 2, 1, -halfHeight);

		if ( flLeaveFrac < flEnterFrac )
		{
			float temp = flLeaveFrac;
			flLeaveFrac = flEnterFrac;
			flEnterFrac = temp;
		}

		if ( flLeaveFrac < 0 || flEnterFrac > 1)
		{
			return false;
		}
	}

	// Intersect with circle
	float flCircleEnterFrac, flCircleLeaveFrac;
	if ( !LineCircleIntersection( vec3_origin.AsVector2D(), radius,
		vStart.AsVector2D(), ray.m_Delta.AsVector2D(), &flCircleEnterFrac, &flCircleLeaveFrac ) )
	{
		return false; // no hit
	}

	Assert( flCircleEnterFrac <= flCircleLeaveFrac );
	if ( flCircleLeaveFrac < 0 || flCircleEnterFrac > 1)
	{
		return false;
	}

	if ( flEnterFrac < flCircleEnterFrac )
		flEnterFrac = flCircleEnterFrac;
	if ( flLeaveFrac > flCircleLeaveFrac )
		flLeaveFrac = flCircleLeaveFrac;

	if ( flLeaveFrac < flEnterFrac )
		return false;

	VectorMA( ray.m_Start, flEnterFrac , ray.m_Delta, pTrace->endpos );
	pTrace->fraction = flEnterFrac;
	pTrace->contents = CONTENTS_SOLID;

	// Calculate the point on our center line where we're nearest the intersection point
	Vector collisionCenter;
	CalcClosestPointOnLineSegment( pTrace->endpos, center + Vector( 0, 0, halfHeight ), center - Vector( 0, 0, halfHeight ), collisionCenter );
	
	// Our normal is the direction from that center point to the intersection point
	pTrace->plane.normal = pTrace->endpos - collisionCenter;
	VectorNormalize( pTrace->plane.normal );

	return true;
}


bool CHL2_Player::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
	if( g_pGameRules->IsMultiplayer() )
	{
		return BaseClass::TestHitboxes( ray, fContentsMask, tr );
	}
	else
	{
		Assert( ray.m_IsRay );

		Vector mins, maxs;

		mins = WorldAlignMins();
		maxs = WorldAlignMaxs();

		if ( IntersectRayWithAACylinder( ray, WorldSpaceCenter(), maxs.x * PLAYER_HULL_REDUCTION, maxs.z - mins.z, &tr ) )
		{
			tr.hitbox = 0;
			CStudioHdr *pStudioHdr = GetModelPtr( );
			if (!pStudioHdr)
				return false;

			mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
			if ( !set || !set->numhitboxes )
				return false;

			mstudiobbox_t *pbox = set->pHitbox( tr.hitbox );
			mstudiobone_t *pBone = pStudioHdr->pBone(pbox->bone);
			tr.surface.name = "**studio**";
			tr.surface.flags = SURF_HITBOX;
			tr.surface.surfaceProps = physprops->GetSurfaceIndex( pBone->pszSurfaceProp() );
		}
		
		return true;
	}
}

//---------------------------------------------------------
// Show the player's scaled down bbox that we use for
// bullet impacts.
//---------------------------------------------------------
void CHL2_Player::DrawDebugGeometryOverlays(void) 
{
	BaseClass::DrawDebugGeometryOverlays();

	if (m_debugOverlays & OVERLAY_BBOX_BIT) 
	{	
		Vector mins, maxs;

		mins = WorldAlignMins();
		maxs = WorldAlignMaxs();

		mins.x *= PLAYER_HULL_REDUCTION;
		mins.y *= PLAYER_HULL_REDUCTION;

		maxs.x *= PLAYER_HULL_REDUCTION;
		maxs.y *= PLAYER_HULL_REDUCTION;

		NDebugOverlay::Box( GetAbsOrigin(), mins, maxs, 255, 0, 0, 100, 0 );
	}
}

//-----------------------------------------------------------------------------
// Purpose: Helper to remove from ladder
//-----------------------------------------------------------------------------
void CHL2_Player::ExitLadder()
{
	if ( MOVETYPE_LADDER != GetMoveType() )
		return;
	
	SetMoveType( MOVETYPE_WALK );
	SetMoveCollide( MOVECOLLIDE_DEFAULT );
	// Remove from ladder
	m_HL2Local.m_hLadder.Set( NULL );
}


surfacedata_t *CHL2_Player::GetLadderSurface( const Vector &origin )
{
	extern const char *FuncLadder_GetSurfaceprops(CBaseEntity *pLadderEntity);

	CBaseEntity *pLadder = m_HL2Local.m_hLadder.Get();
	if ( pLadder )
	{
		const char *pSurfaceprops = FuncLadder_GetSurfaceprops(pLadder);
		// get ladder material from func_ladder
		return physprops->GetSurfaceData( physprops->GetSurfaceIndex( pSurfaceprops ) );

	}
	return BaseClass::GetLadderSurface(origin);
}

//-----------------------------------------------------------------------------
// Purpose: Queues up a use deny sound, played in ItemPostFrame.
//-----------------------------------------------------------------------------
void CHL2_Player::PlayUseDenySound()
{
	m_bPlayUseDenySound = true;
}


void CHL2_Player::ItemPostFrame()
{
	BaseClass::ItemPostFrame();

	if ( m_bPlayUseDenySound )
	{
		m_bPlayUseDenySound = false;
		EmitSound( "HL2Player.UseDeny" );
	}
}


void CHL2_Player::StartWaterDeathSounds( void )
{
	CPASAttenuationFilter filter( this );

	if ( m_sndLeeches == NULL )
	{
		m_sndLeeches = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "coast.leech_bites_loop" , ATTN_NORM );
	}

	if ( m_sndLeeches )
	{
		(CSoundEnvelopeController::GetController()).Play( m_sndLeeches, 1.0f, 100 );
	}

	if ( m_sndWaterSplashes == NULL )
	{
		m_sndWaterSplashes = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "coast.leech_water_churn_loop" , ATTN_NORM );
	}

	if ( m_sndWaterSplashes )
	{
		(CSoundEnvelopeController::GetController()).Play( m_sndWaterSplashes, 1.0f, 100 );
	}
}

void CHL2_Player::StopWaterDeathSounds( void )
{
	if ( m_sndLeeches )
	{
		(CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndLeeches, 0.5f, true );
		m_sndLeeches = NULL;
	}

	if ( m_sndWaterSplashes )
	{
		(CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndWaterSplashes, 0.5f, true );
		m_sndWaterSplashes = NULL;
	}
}

//-----------------------------------------------------------------------------
// 
//-----------------------------------------------------------------------------
void CHL2_Player::MissedAR2AltFire()
{
	if( GetPlayerProxy() != NULL )
	{
		GetPlayerProxy()->m_PlayerMissedAR2AltFire.FireOutput( this, this );
	}
}

//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CHL2_Player::DisplayLadderHudHint()
{
#if !defined( CLIENT_DLL )
	if( gpGlobals->curtime > m_flTimeNextLadderHint )
	{
		m_flTimeNextLadderHint = gpGlobals->curtime + 60.0f;

		CFmtStr hint;
		hint.sprintf( "#Valve_Hint_Ladder" );
		UTIL_HudHintText( this, hint.Access() );
	}
#endif//CLIENT_DLL
}

//-----------------------------------------------------------------------------
// Shuts down sounds
//-----------------------------------------------------------------------------
void CHL2_Player::StopLoopingSounds( void )
{
	if ( m_sndLeeches != NULL )
	{
		 (CSoundEnvelopeController::GetController()).SoundDestroy( m_sndLeeches );
		 m_sndLeeches = NULL;
	}

	if ( m_sndWaterSplashes != NULL )
	{
		 (CSoundEnvelopeController::GetController()).SoundDestroy( m_sndWaterSplashes );
		 m_sndWaterSplashes = NULL;
	}

	BaseClass::StopLoopingSounds();
}

//-----------------------------------------------------------------------------
void CHL2_Player::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set )
{
	BaseClass::ModifyOrAppendPlayerCriteria( set );

	if ( GlobalEntity_GetIndex( "gordon_precriminal" ) == -1 )
	{
		set.AppendCriteria( "gordon_precriminal", "0" );
	}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const impactdamagetable_t &CHL2_Player::GetPhysicsImpactDamageTable()
{
	if ( m_bUseCappedPhysicsDamageTable )
		return gCappedPlayerImpactDamageTable;
	
	return BaseClass::GetPhysicsImpactDamageTable();
}


//-----------------------------------------------------------------------------
// Purpose: Makes a splash when the player transitions between water states
//-----------------------------------------------------------------------------
void CHL2_Player::Splash( void )
{
	CEffectData data;
	data.m_fFlags = 0;
	data.m_vOrigin = GetAbsOrigin();
	data.m_vNormal = Vector(0,0,1);
	data.m_vAngles = QAngle( 0, 0, 0 );
	
	if ( GetWaterType() & CONTENTS_SLIME )
	{
		data.m_fFlags |= FX_WATER_IN_SLIME;
	}

	float flSpeed = GetAbsVelocity().Length();
	if ( flSpeed < 300 )
	{
		data.m_flScale = random->RandomFloat( 10, 12 );
		DispatchEffect( "waterripple", data );
	}
	else
	{
		data.m_flScale = random->RandomFloat( 6, 8 );
		DispatchEffect( "watersplash", data );
	}
}

CLogicPlayerProxy *CHL2_Player::GetPlayerProxy( void )
{
	CLogicPlayerProxy *pProxy = dynamic_cast< CLogicPlayerProxy* > ( m_hPlayerProxy.Get() );

	if ( pProxy == NULL )
	{
		pProxy = (CLogicPlayerProxy*)gEntList.FindEntityByClassname(NULL, "logic_playerproxy" );

		if ( pProxy == NULL )
			return NULL;

		pProxy->m_hPlayer = this;
		m_hPlayerProxy = pProxy;
	}

	return pProxy;
}

void CHL2_Player::FirePlayerProxyOutput( const char *pszOutputName, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller )
{
	if ( GetPlayerProxy() == NULL )
		return;

	GetPlayerProxy()->FireNamedOutput( pszOutputName, variant, pActivator, pCaller );
}

LINK_ENTITY_TO_CLASS( logic_playerproxy, CLogicPlayerProxy);

BEGIN_DATADESC( CLogicPlayerProxy )
	DEFINE_OUTPUT( m_OnFlashlightOn, "OnFlashlightOn" ),
	DEFINE_OUTPUT( m_OnFlashlightOff, "OnFlashlightOff" ),
	DEFINE_OUTPUT( m_RequestedPlayerHealth, "PlayerHealth" ),
	DEFINE_OUTPUT( m_PlayerHasAmmo, "PlayerHasAmmo" ),
	DEFINE_OUTPUT( m_PlayerHasNoAmmo, "PlayerHasNoAmmo" ),
	DEFINE_OUTPUT( m_PlayerDied,	"PlayerDied" ),
	DEFINE_OUTPUT( m_PlayerMissedAR2AltFire, "PlayerMissedAR2AltFire" ),
	DEFINE_INPUTFUNC( FIELD_VOID,	"RequestPlayerHealth",	InputRequestPlayerHealth ),
	DEFINE_INPUTFUNC( FIELD_VOID,	"SetFlashlightSlowDrain",	InputSetFlashlightSlowDrain ),
	DEFINE_INPUTFUNC( FIELD_VOID,	"SetFlashlightNormalDrain",	InputSetFlashlightNormalDrain ),
	DEFINE_INPUTFUNC( FIELD_INTEGER, "SetPlayerHealth",	InputSetPlayerHealth ),
	DEFINE_INPUTFUNC( FIELD_VOID,	"RequestAmmoState", InputRequestAmmoState ),
	DEFINE_INPUTFUNC( FIELD_VOID,	"LowerWeapon", InputLowerWeapon ),
	DEFINE_INPUTFUNC( FIELD_VOID,	"EnableCappedPhysicsDamage", InputEnableCappedPhysicsDamage ),
	DEFINE_INPUTFUNC( FIELD_VOID,	"DisableCappedPhysicsDamage", InputDisableCappedPhysicsDamage ),
	DEFINE_INPUTFUNC( FIELD_STRING,	"SetLocatorTargetEntity", InputSetLocatorTargetEntity ),
#ifdef PORTAL
	DEFINE_INPUTFUNC( FIELD_VOID,	"SuppressCrosshair", InputSuppressCrosshair ),
#endif // PORTAL
	DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
END_DATADESC()

void CLogicPlayerProxy::Activate( void )
{
	BaseClass::Activate();

	if ( m_hPlayer == NULL )
	{
		m_hPlayer = AI_GetSinglePlayer();
	}
}

bool CLogicPlayerProxy::PassesDamageFilter( const CTakeDamageInfo &info )
{
	if (m_hDamageFilter)
	{
		CBaseFilter *pFilter = (CBaseFilter *)(m_hDamageFilter.Get());
		return pFilter->PassesDamageFilter(info);
	}

	return true;
}

void CLogicPlayerProxy::InputSetPlayerHealth( inputdata_t &inputdata )
{
	if ( m_hPlayer == NULL )
		return;

	m_hPlayer->SetHealth( inputdata.value.Int() );

}

void CLogicPlayerProxy::InputRequestPlayerHealth( inputdata_t &inputdata )
{
	if ( m_hPlayer == NULL )
		return;

	m_RequestedPlayerHealth.Set( m_hPlayer->GetHealth(), inputdata.pActivator, inputdata.pCaller );
}

void CLogicPlayerProxy::InputSetFlashlightSlowDrain( inputdata_t &inputdata )
{
	if( m_hPlayer == NULL )
		return;

	CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());

	if( pPlayer )
		pPlayer->SetFlashlightPowerDrainScale( hl2_darkness_flashlight_factor.GetFloat() );
}

void CLogicPlayerProxy::InputSetFlashlightNormalDrain( inputdata_t &inputdata )
{
	if( m_hPlayer == NULL )
		return;

	CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());

	if( pPlayer )
		pPlayer->SetFlashlightPowerDrainScale( 1.0f );
}

void CLogicPlayerProxy::InputRequestAmmoState( inputdata_t &inputdata )
{
	if( m_hPlayer == NULL )
		return;

	CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());

	for ( int i = 0 ; i < pPlayer->WeaponCount(); ++i )
	{
		CBaseCombatWeapon* pCheck = pPlayer->GetWeapon( i );

		if ( pCheck )
		{
			if ( pCheck->HasAnyAmmo() && (pCheck->UsesPrimaryAmmo() || pCheck->UsesSecondaryAmmo()))
			{
				m_PlayerHasAmmo.FireOutput( this, this, 0 );
				return;
			}
		}
	}

	m_PlayerHasNoAmmo.FireOutput( this, this, 0 );
}

void CLogicPlayerProxy::InputLowerWeapon( inputdata_t &inputdata )
{
	if( m_hPlayer == NULL )
		return;

	CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());

	pPlayer->Weapon_Lower();
}

void CLogicPlayerProxy::InputEnableCappedPhysicsDamage( inputdata_t &inputdata )
{
	if( m_hPlayer == NULL )
		return;

	CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
	pPlayer->EnableCappedPhysicsDamage();
}

void CLogicPlayerProxy::InputDisableCappedPhysicsDamage( inputdata_t &inputdata )
{
	if( m_hPlayer == NULL )
		return;

	CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
	pPlayer->DisableCappedPhysicsDamage();
}

void CLogicPlayerProxy::InputSetLocatorTargetEntity( inputdata_t &inputdata )
{
	if( m_hPlayer == NULL )
		return;

	CBaseEntity *pTarget = NULL; // assume no target
	string_t iszTarget = MAKE_STRING( inputdata.value.String() );

	if( iszTarget != NULL_STRING )
	{
		pTarget = gEntList.FindEntityByName( NULL, iszTarget );
	}

	CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
	pPlayer->SetLocatorTargetEntity(pTarget);
}

#ifdef PORTAL
void CLogicPlayerProxy::InputSuppressCrosshair( inputdata_t &inputdata )
{
	if( m_hPlayer == NULL )
		return;

	CPortal_Player *pPlayer = ToPortalPlayer(m_hPlayer.Get());
	pPlayer->SuppressCrosshair( true );
}
#endif // PORTAL
