
AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )


/*---------------------------------------------------------
   Name: Initialize
---------------------------------------------------------*/
function ENT:Initialize()

	local Radius = 4

	self.AttachedEntity = ents.Create( "prop_dynamic" )
	self.AttachedEntity:SetModel( self.Entity:GetModel() )
	self.AttachedEntity:SetPos( self.Entity:GetPos() )
	self.AttachedEntity:Spawn()
	self.AttachedEntity:SetParent( self.Entity )
	self.AttachedEntity:DrawShadow( false )
	
	self.Entity:DeleteOnRemove( self.AttachedEntity )

	self.Entity:SetModel( "models/props_junk/watermelon01.mdl" )

	// Don't use the model's physics - create a sphere instead
	self.Entity:PhysicsInitSphere( Radius, "metal_bouncy" )
	
	// Set up our physics object here
	local phys = self.Entity:GetPhysicsObject()
	if (phys:IsValid()) then
	
		phys:Wake()
		phys:EnableGravity( false )
		phys:EnableDrag( false )
		
	end
	
	// Set collision bounds exactly
	self.Entity:SetCollisionBounds( Vector( -Radius, -Radius, -Radius ), Vector( Radius, Radius, Radius ) )
	self.Entity:DrawShadow( false )
	self.Entity:SetCollisionGroup( COLLISION_GROUP_WEAPON )
	
end


/*---------------------------------------------------------
   Name: PhysicsUpdate
---------------------------------------------------------*/
function ENT:PhysicsUpdate( physobj )

	// Don't do anything if the player isn't holding us
	if ( !self.Entity:IsPlayerHolding() && !self.Entity:GetTable().IsConstrained ) then
		
		physobj:SetVelocity( Vector(0,0,0) )
		physobj:Sleep()
		
	end

end



include('shared.lua')