
-- Variables that are used on both client and server

SWEP.PrintName		= "Scripted Weapon" -- 'Nice' Weapon name (Shown on HUD)
SWEP.Author			= ""
SWEP.Contact		= ""
SWEP.Purpose		= ""
SWEP.Instructions	= ""

SWEP.ViewModelFOV	= 62
SWEP.ViewModelFlip	= false
SWEP.ViewModel		= "models/weapons/v_pistol.mdl"
SWEP.WorldModel		= "models/weapons/w_357.mdl"

SWEP.Spawnable		= false
SWEP.AdminOnly		= false

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()

	self:SetHoldType( "pistol" )

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:EmitSound( "Weapon_AR2.Single" )

	-- Shoot 9 bullets, 150 damage, 0.75 aimcone
	self:ShootBullet( 150, 1, 0.01, self.Primary.Ammo )

	-- Remove 1 bullet from our clip
	self:TakePrimaryAmmo( 1 )

	-- Punch the player's view
	if ( !self.Owner:IsNPC() ) then self.Owner:ViewPunch( Angle( -1, 0, 0 ) ) end

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:EmitSound("Weapon_Shotgun.Single")

	-- Shoot 9 bullets, 150 damage, 0.75 aimcone
	self:ShootBullet( 150, 9, 0.2, self.Secondary.Ammo )

	-- Remove 1 bullet from our clip
	self:TakeSecondaryAmmo( 1 )

	-- Punch the player's view
	if ( !self.Owner:IsNPC() ) then self.Owner:ViewPunch( Angle( -10, 0, 0 ) ) end

end

--[[---------------------------------------------------------
	Name: SWEP:Reload()
	Desc: Reload is being pressed
-----------------------------------------------------------]]
function SWEP:Reload()
	self: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:ShootEffects()
	Desc: A convenience function to create shoot effects
-----------------------------------------------------------]]
function SWEP:ShootEffects()

	self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )		-- View model animation
	self.Owner:MuzzleFlash()						-- Crappy muzzle light
	self.Owner:SetAnimation( PLAYER_ATTACK1 )		-- 3rd Person Animation

end

--[[---------------------------------------------------------
	Name: SWEP:ShootBullet()
	Desc: A convenience function to shoot bullets
-----------------------------------------------------------]]
function SWEP:ShootBullet( damage, num_bullets, aimcone, ammo_type, force, tracer )

	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	= tracer || 5						-- Show a tracer on every x bullets
	bullet.Force	= force || 1						-- Amount of force to give to phys objects
	bullet.Damage	= damage
	bullet.AmmoType = ammo_type || self.Primary.Ammo

	self.Owner:FireBullets( bullet )

	self:ShootEffects()

end

--[[---------------------------------------------------------
	Name: SWEP:TakePrimaryAmmo()
	Desc: A convenience function to remove ammo
-----------------------------------------------------------]]
function SWEP:TakePrimaryAmmo( num )

	-- Doesn't use clips
	if ( self:Clip1() <= 0 ) then

		if ( self:Ammo1() <= 0 ) then return end

		self.Owner:RemoveAmmo( num, self:GetPrimaryAmmoType() )

	return end

	self:SetClip1( self:Clip1() - num )

end

--[[---------------------------------------------------------
	Name: SWEP:TakeSecondaryAmmo()
	Desc: A convenience function to remove ammo
-----------------------------------------------------------]]
function SWEP:TakeSecondaryAmmo( num )

	-- Doesn't use clips
	if ( self:Clip2() <= 0 ) then

		if ( self:Ammo2() <= 0 ) then return end

		self.Owner:RemoveAmmo( num, self:GetSecondaryAmmoType() )

	return end

	self:SetClip2( self:Clip2() - num )

end

--[[---------------------------------------------------------
	Name: SWEP:CanPrimaryAttack()
	Desc: Helper function for checking for no ammo
-----------------------------------------------------------]]
function SWEP:CanPrimaryAttack()

	if ( self:Clip1() <= 0 ) then

		self:EmitSound( "Weapon_Pistol.Empty" )
		self:SetNextPrimaryFire( CurTime() + 0.2 )
		self:Reload()
		return false

	end

	return true

end

--[[---------------------------------------------------------
	Name: SWEP:CanSecondaryAttack()
	Desc: Helper function for checking for no ammo
-----------------------------------------------------------]]
function SWEP:CanSecondaryAttack()

	if ( self:Clip2() <= 0 ) then

		self:EmitSound( "Weapon_Pistol.Empty" )
		self:SetNextSecondaryFire( CurTime() + 0.2 )
		return false

	end

	return true

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:GetPrimaryAmmoType() )
end

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

--[[---------------------------------------------------------
	Name: SetDeploySpeed
	Desc: Sets the weapon deploy speed.
		 This value needs to match on client and server.
-----------------------------------------------------------]]
function SWEP:SetDeploySpeed( speed )
	self.m_WeaponDeploySpeed = tonumber( speed )
end

--[[---------------------------------------------------------
	Name: DoImpactEffect
	Desc: Callback so the weapon can override the impact effects it makes
		 return true to not do the default thing - which is to call UTIL_ImpactTrace in c++
-----------------------------------------------------------]]
function SWEP:DoImpactEffect( tr, nDamageType )

	return false

end
