

// Variables that are used on both client and server

SWEP.Author			= "Hulk Hogan"
SWEP.Contact		= "hulkhogan@hotmail.com"
SWEP.Purpose		= "No purpose entered"
SWEP.Instructions	= "No instructions entered"


SWEP.ViewModel		= "models/weapons/v_pistol.mdl"
SWEP.WorldModel		= "models/weapons/w_357.mdl"
SWEP.AnimPrefix		= "python"

SWEP.Primary.ClipSize		= 8					// Size of a clip
SWEP.Primary.DefaultClip	= 32				// Default number of bullets in a clip
SWEP.Primary.Automatic		= false				// Automatic/Semi Auto
SWEP.Primary.Ammo			= "Pistol"

SWEP.Secondary.ClipSize		= 8					// Size of a clip
SWEP.Secondary.DefaultClip	= 32				// Default number of bullets in a clip
SWEP.Secondary.Automatic	= false				// Automatic/Semi Auto
SWEP.Secondary.Ammo			= "Pistol"



/*---------------------------------------------------------
   Name: SWEP:Initialize( )
   Desc: Called when the weapon is first loaded
---------------------------------------------------------*/
function SWEP:Initialize()
end


/*---------------------------------------------------------
   Name: SWEP:Precache( )
   Desc: Use this function to precache stuff
---------------------------------------------------------*/
function SWEP:Precache()
end


/*---------------------------------------------------------
   Name: SWEP:PrimaryAttack( )
   Desc: +attack1 has been pressed
---------------------------------------------------------*/
function SWEP:PrimaryAttack()

	// Make sure we can shoot first
	if ( !self:CanPrimaryAttack() ) then return end

	// Play shoot sound
	self.Weapon:EmitSound("Weapon_AR2.Single")
	
	// Shoot 9 bullets, 150 damage, 0.75 aimcone
	self:ShootBullet( 150, 1, 0.01 )
	
	// Remove 1 bullet from our clip
	self:TakePrimaryAmmo( 1 )
	
	// Punch the player's view
	self.Owner:ViewPunch( Angle( -1, 0, 0 ) )

end


/*---------------------------------------------------------
   Name: SWEP:SecondaryAttack( )
   Desc: +attack2 has been pressed
---------------------------------------------------------*/
function SWEP:SecondaryAttack()

	// Make sure we can shoot first
	if ( !self:CanSecondaryAttack() ) then return end

	// Play shoot sound
	self.Weapon:EmitSound("Weapon_Shotgun.Single")
	
	// Shoot 9 bullets, 150 damage, 0.75 aimcone
	self:ShootBullet( 150, 9, 0.2 )
	
	// Remove 1 bullet from our clip
	self:TakeSecondaryAmmo( 1 )
	
	// Punch the player's view
	self.Owner:ViewPunch( Angle( -10, 0, 0 ) )

end

/*---------------------------------------------------------
   Name: SWEP:Reload( )
   Desc: Reload is being pressed
---------------------------------------------------------*/
function SWEP:Reload()
	self.Weapon:DefaultReload( ACT_VM_RELOAD );
end


/*---------------------------------------------------------
   Name: SWEP:Think( )
   Desc: Called every frame
---------------------------------------------------------*/
function SWEP:Think()
end


/*---------------------------------------------------------
   Name: SWEP:Holster( weapon_to_swap_to )
   Desc: Weapon wants to holster
   RetV: Return true to allow the weapon to holster
---------------------------------------------------------*/
function SWEP:Holster( wep )
	return true
end

/*---------------------------------------------------------
   Name: SWEP:Deploy( )
   Desc: Whip it out
---------------------------------------------------------*/
function SWEP:Deploy()
	return true
end


/*---------------------------------------------------------
   Name: SWEP:ShootBullet( )
   Desc: A convenience function to shoot bullets
---------------------------------------------------------*/
function SWEP:ShootBullet( damage, num_bullets, aimcone )
	
	local bullet = {}
	bullet.Num 		= num_bullets
	bullet.Src 		= self.Owner:GetShootPos()			// Source
	bullet.Dir 		= self.Owner:GetAimVector()			// Dir of bullet
	bullet.Spread 	= Vector( aimcone, aimcone, 0 )		// Aim Cone
	bullet.Tracer	= 5									// Show a tracer on every x bullets 
	bullet.Force	= 1									// Amount of force to give to phys objects
	bullet.Damage	= damage
	bullet.AmmoType = "Pistol"
	
	self.Owner:FireBullets( bullet )
	
	self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) 		// View model animation
	self.Owner:MuzzleFlash()							// Crappy muzzle light
	self.Owner:SetAnimation( PLAYER_ATTACK1 )			// 3rd Person Animation
	
end


/*---------------------------------------------------------
   Name: SWEP:TakePrimaryAmmo(   )
   Desc: A convenience function to remove ammo
---------------------------------------------------------*/
function SWEP:TakePrimaryAmmo( num )
	
	// Doesn't use clips
	if ( self.Weapon:Clip1() <= 0 ) then 
	
		if ( self:Ammo1() <= 0 ) then return end
		
		self.Owner:RemoveAmmo( num, self.Weapon:GetPrimaryAmmoType() )
	
	return end
	
	self.Weapon:SetClip1( self.Weapon:Clip1() - num )	
	
end


/*---------------------------------------------------------
   Name: SWEP:TakeSecondaryAmmo(   )
   Desc: A convenience function to remove ammo
---------------------------------------------------------*/
function SWEP:TakeSecondaryAmmo( num )
	
	// Doesn't use clips
	if ( self.Weapon:Clip2() <= 0 ) then 
	
		if ( self:Ammo2() <= 0 ) then return end
		
		self.Owner:RemoveAmmo( num, self.Weapon:GetSecondaryAmmoType() )
	
	return end
	
	self.Weapon:SetClip2( self.Weapon:Clip2() - num )	
	
end


/*---------------------------------------------------------
   Name: SWEP:CanPrimaryAttack( )
   Desc: Helper function for checking for no ammo
---------------------------------------------------------*/
function SWEP:CanPrimaryAttack()

	if ( self.Weapon:Clip1() <= 0 ) then
	
		self.Weapon:EmitSound( "Weapon_Pistol.Empty" )
		self.Weapon:SetNextPrimaryFire( CurTime() + 0.2 )
		return false
		
	end

	return true

end


/*---------------------------------------------------------
   Name: SWEP:CanSecondaryAttack( )
   Desc: Helper function for checking for no ammo
---------------------------------------------------------*/
function SWEP:CanSecondaryAttack()

	if ( self.Weapon:Clip2() <= 0 ) then
	
		self.Weapon:EmitSound( "Weapon_Pistol.Empty" )
		self.Weapon:SetNextSecondaryFire( CurTime() + 0.2 )
		return false
		
	end

	return true

end


/*---------------------------------------------------------
   Name: ContextScreenClick(  aimvec, mousecode, pressed, ply )
---------------------------------------------------------*/
function SWEP:ContextScreenClick( aimvec, mousecode, pressed, ply )
end


/*---------------------------------------------------------
   Name: OnRemove
   Desc: Called just before entity is deleted
---------------------------------------------------------*/
function SWEP:OnRemove()
end


/*---------------------------------------------------------
   Name: OwnerChanged
   Desc: When weapon is dropped or picked up by a new player
---------------------------------------------------------*/
function SWEP:OwnerChanged()
end


/*---------------------------------------------------------
   Name: Ammo1
   Desc: Returns how much of ammo1 the player has
---------------------------------------------------------*/
function SWEP:Ammo1()
	return self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() )
end


/*---------------------------------------------------------
   Name: Ammo2
   Desc: Returns how much of ammo2 the player has
---------------------------------------------------------*/
function SWEP:Ammo2()
	return self.Owner:GetAmmoCount( self.Weapon:GetSecondaryAmmoType() )
end
