
local meta = FindMetaTable( "Entity" )

// Return if there's nothing to add on to
if (!meta) then return end

/*---------------------------------------------------------
   Name: Short cut to add entities to the table
---------------------------------------------------------*/
function meta:GetVar( name, default )

	local Val = self:GetTable()[ name ]
	if ( Val == nil ) then return default end
	
	return Val
	
end

/*---------------------------------------------------------
   Name: Returns true if the entity has constraints attached to it
---------------------------------------------------------*/
function meta:IsConstrained()

	if (CLIENT) then return self:GetNetworkedBool( "IsConstrained" ) end
	
	local c = self:GetTable().Constraints
	local bIsConstrained = false
	
	if ( c ) then
	
		for k,v in pairs( c ) do
			if v:IsValid() then bIsConstrained = true break end
			c[k] = nil
		end
		
	end

	self:SetNetworkedBool( "IsConstrained", bIsConstrained )
	return bIsConstrained
	
end

/*---------------------------------------------------------
   Name: Short cut to set tables on the entity table
---------------------------------------------------------*/
function meta:SetVar( name, value )

	self:GetTable()[ name ] = value
	
end


/*---------------------------------------------------------
   Name: CallOnRemove
   Desc: Call this function when this entity dies.
   Calls the function like Function( <entity>, <optional args> )
---------------------------------------------------------*/
function meta:CallOnRemove( name, func, ... )

	local mytable = self:GetTable()
	mytable.OnDieFunctions = mytable.OnDieFunctions or {}
	
	mytable.OnDieFunctions[ name ] = { Name = name, Function = func, Args = arg }
	
end

/*---------------------------------------------------------
   Name: RemoveCallOnRemove
   Desc: Removes the named hook
---------------------------------------------------------*/
function meta:RemoveCallOnRemove( name )

	local mytable = self:GetTable()
	mytable.OnDieFunctions = mytable.OnDieFunctions or {}
	mytable.OnDieFunctions[ name ] = nil
	
end


/*---------------------------------------------------------
   Simple mechanism for calling the die functions.
---------------------------------------------------------*/
local function DoDieFunction( ent ) 

	if ( !ent || !ent.OnDieFunctions ) then return end

	for k, v in pairs( ent.OnDieFunctions ) do
	
		// Functions aren't saved - so this could be nil if we loaded a game.
		if ( v && v.Function ) then
		
			b, e = pcall( v.Function, ent, unpack( v.Args ) )
			if (!b) then
			
				Msg("****************************************************************\n")
				Msg("Error calling die function "..tostring(v.Name).." for entity "..tostring(ent).."\n")
				Msg("ERROR: "..tostring(e).."\n")
				Msg("****************************************************************\n")
			
			end
			
		end
	
	end

end

hook.Add( "EntityRemoved", "DoDieFunction", DoDieFunction )
