enum AWPAnim_e
{
	G3SG1_IDLE1 = 0,
	G3SG1_SHOOT1,
	G3SG1_SHOOT2,
	G3SG1_RELOAD,
	G3SG1_DRAW,
};

const int AUTO_DEFAULT_GIVE 	= 110;
const int AUTO_MAX_CLIP 		= 20;
const int AUTO_WEIGHT 		= 5;


const int ZOOM_DEPTH_0 = 90;	//Zoomed out
const int ZOOM_DEPTH_1 = 40;
const int ZOOM_DEPTH_2 = 10;

class weapon_auto : ScriptBasePlayerWeaponEntity
{
	private CBasePlayer@ m_pPlayer = null;
	int m_iShell;
	
	float m_flNextAnimTime;
	
	
	//If true, once the current time is >= self.m_flNextPrimaryAttack, automatically zoom in again.
	bool m_bShouldAutoZoom = false;
	
	//The Zoom depth to automatically zoom back to.
	int m_iSavedZoom = 0;
	
	void Spawn()
	{
		Precache();
		g_EntityFuncs.SetModel( self, "models/The_Dust/w_g3sg1.mdl" );
		
		self.m_iDefaultAmmo = AUTO_DEFAULT_GIVE;
		
		self.FallInit();
	}

	void Precache()
	{
		self.PrecacheCustomModels();
		g_Game.PrecacheModel( "models/The_Dust/v_g3sg1.mdl" );
		g_Game.PrecacheModel( "models/The_Dust/w_g3sg1.mdl" );
		g_Game.PrecacheModel( "models/The_Dust/p_g3sg1.mdl" );

		m_iShell = g_Game.PrecacheModel( "models/shell.mdl" );

		g_Game.PrecacheModel( "models/w_9mmARclip.mdl" );
		g_SoundSystem.PrecacheSound( "items/9mmclip1.wav" );              
	
		
		g_Game.PrecacheGeneric( "sound/" + "The_Dust/weapons/g3sg1_clipin.wav" );
		g_Game.PrecacheGeneric( "sound/" + "The_Dust/weapons/g3sg1_clipout.wav" );
		g_Game.PrecacheGeneric( "sound/" + "The_Dust/weapons/g3sg1_slide.wav" );
		g_Game.PrecacheGeneric( "sound/" + "The_Dust/weapons/g3sg1-1.wav" );
		g_Game.PrecacheGeneric( "sound/" + "The_Dust/weapons/zoom.wav" );
		g_Game.PrecacheGeneric( "sound/" + "hl/weapons/357_cock1.wav" );
		g_Game.PrecacheGeneric( "sprites/" + "dust_weapons/weapon_auto.txt" );
		
		
		g_SoundSystem.PrecacheSound( "The_Dust/weapons/g3sg1_clipin.wav" );
		g_SoundSystem.PrecacheSound( "The_Dust/weapons/g3sg1_clipout.wav" );
		g_SoundSystem.PrecacheSound( "The_Dust/weapons/g3sg1_slide.wav" );
		g_SoundSystem.PrecacheSound( "The_Dust/weapons/g3sg1-1.wav" );
		g_SoundSystem.PrecacheSound( "The_Dust/weapons/zoom.wav" );
		g_SoundSystem.PrecacheSound( "hl/weapons/357_cock1.wav" );
		
		
	}

	bool GetItemInfo( ItemInfo& out info )
	{
		info.iMaxAmmo1 	= 90;
		info.iMaxAmmo2 	= -1;
		info.iMaxClip 	= AUTO_MAX_CLIP;
		info.iSlot 		= 3;
		info.iPosition 	= 9;
		info.iFlags 	= 0;
		info.iWeight 	= AUTO_WEIGHT;

		return true;
	}

bool AddToPlayer( CBasePlayer@ pPlayer )
	{
		if( BaseClass.AddToPlayer( pPlayer ) )
		{
			@m_pPlayer = pPlayer;
			NetworkMessage autosnpr( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() );
				autosnpr.WriteLong( g_ItemRegistry.GetIdForName("weapon_auto") );
			autosnpr.End();
			return true;
		}

		return false;
	}
	

	bool PlayEmptySound()
	{
		if( self.m_bPlayEmptySound )
		{
			self.m_bPlayEmptySound = false;
			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_AUTO, "hl/weapons/357_cock1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM );
		}
		
		return false;
	}

		bool Deploy()
	{
		bool bResult;
		{
			bResult = self.DefaultDeploy( self.GetV_Model( "models/The_Dust/v_g3sg1.mdl" ), self.GetP_Model( "models/The_Dust/p_g3sg1.mdl" ), G3SG1_DRAW, "sniper" );
		
			float deployTime = 1.3;
			self.m_flTimeWeaponIdle = self.m_flNextPrimaryAttack = self.m_flNextSecondaryAttack = g_Engine.time + deployTime;
			return bResult;
		}
	}
	
	float WeaponTimeBase()
	{
		return g_Engine.time;
	}

	void PrimaryAttack()
	{
		// don't fire underwater
		if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD )
		{
			self.PlayEmptySound( );
			self.m_flNextSecondaryAttack = self.m_flNextPrimaryAttack = WeaponTimeBase() + 1.0f;
			return;
		}

		
		
		
		
		if( self.m_iClip <= 0 )
		{
			self.PlayEmptySound();
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 2.50;
			return;
		}

		m_pPlayer.m_iWeaponVolume = NORMAL_GUN_VOLUME;
		m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH;

		--self.m_iClip;
		
		switch ( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 0 ) )
		{
		case 0: self.SendWeaponAnim( G3SG1_SHOOT1, 0, 0 ); break;
		case 1: self.SendWeaponAnim( G3SG1_SHOOT2, 0, 0 ); break;

		}
		
		switch( Math.RandomLong( 0, 1 ) )
		{
			case 0: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "The_Dust/weapons/g3sg1-1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM ); break;
			case 1: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "The_Dust/weapons/g3sg1-1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM ); break;
		}
		
		// player "shoot" animation
		m_pPlayer.SetAnimation( PLAYER_ATTACK1 );

		Vector vecSrc	 = m_pPlayer.GetGunPosition();
		Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_10DEGREES );
		
		
		int m_iBulletDamage = 35;
		
		
		m_pPlayer.FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_CUSTOMDAMAGE, 2, m_iBulletDamage );

		if( self.m_iClip == 0 && m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 )

		m_pPlayer.pev.punchangle.x = Math.RandomFloat( 0.0, 0.0 );

		//self.m_flNextPrimaryAttack = self.m_flNextPrimaryAttack + 0.15f;
		if( self.m_flNextPrimaryAttack < WeaponTimeBase() )
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.30f;

		m_pPlayer.pev.punchangle.x = Math.RandomLong( -1.0 , -1.0 );
		
		TraceResult tr;
		
		float x, y;
		
		g_Utility.GetCircularGaussianSpread( x, y );
		
		Vector vecDir = vecAiming + x * VECTOR_CONE_1DEGREES.x * g_Engine.v_right + y * VECTOR_CONE_1DEGREES.y * g_Engine.v_up;

		Vector vecEnd	= vecSrc + vecDir * 8192;

		g_Utility.TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer.edict(), tr );
		
		if( tr.flFraction < 1.0 )
		{
			if( tr.pHit !is null )
			{
				CBaseEntity@ pHit = g_EntityFuncs.Instance( tr.pHit );
				
				if( pHit is null || pHit.IsBSPModel() == true )
					g_WeaponFuncs.DecalGunshot( tr, BULLET_PLAYER_MP5 );
			}
		}
		
		//If zoomed in, zoom out and flag for automatic zoom in.
		if( self.m_fInZoom )
		{
			m_bShouldAutoZoom = true;
			
			m_iSavedZoom = m_pPlayer.m_iFOV;
		
		}
	}
	
	
	 void Holster( int skipLocal = 0 ) 
    {     
        self.m_fInReload = false; 
         
        if ( self.m_fInZoom ) 
        { 
            ZoomOut();
        } 
		
		//Avoid zooming in on deploy.
		m_bShouldAutoZoom = false;

        BaseClass.Holster( skipLocal ); 
    } 
	
	void SetZoom( const int iFOV )
	{
		if ( iFOV == ZOOM_DEPTH_0 ) 
        { 
            self.m_fInZoom = false; 
            m_pPlayer.pev.fov = m_pPlayer.m_iFOV = 0; // 0 means reset to default fov 
			//Set the player model animation set to "sniper"
			m_pPlayer.m_szAnimExtension = "sniper";
        } 
        else
        { 
            self.m_fInZoom = true; 
            m_pPlayer.pev.fov = m_pPlayer.m_iFOV = iFOV; 
			//Set the player model animation set to "sniperscope"
			m_pPlayer.m_szAnimExtension = "sniperscope";
        } 
	}
	
	void Zoom()
	{
		int iNewFOV = ZOOM_DEPTH_0;
		
		g_Game.AlertMessage( at_console, "fov %1\n", m_pPlayer.pev.fov );
		
				
		//fov might be 0, so default should do what ZOOM_DEPTH_0 does.
		switch( int( m_pPlayer.pev.fov ) )
		{
		case ZOOM_DEPTH_1: 	iNewFOV = ZOOM_DEPTH_2; break;
		case ZOOM_DEPTH_2: 	iNewFOV = ZOOM_DEPTH_0; break;
		case ZOOM_DEPTH_0: 
		default:			iNewFOV = ZOOM_DEPTH_1; break;
		}
		
		
		g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, "The_Dust/weapons/zoom.wav", 0.9, ATTN_NORM, 0, PITCH_NORM );

		
		SetZoom( iNewFOV );
	}
	
	void ZoomOut()
	{
		SetZoom( ZOOM_DEPTH_0 );
	}
     
    void SecondaryAttack() 
    { 
        Zoom();
         

		self.m_flNextPrimaryAttack = self.m_flNextSecondaryAttack = WeaponTimeBase() + 1.0; 
		
		
    }  
	

	void Reload()
	{     
		self.m_fInReload = false; 
         
        if ( self.m_fInZoom ) 
        { 
            ZoomOut();
			self.DefaultReload( AUTO_MAX_CLIP, G3SG1_RELOAD, 4.9, 0 );
        } 
		
		else
		{
		
		self.DefaultReload( AUTO_MAX_CLIP, G3SG1_RELOAD, 4.9, 0 );
		
		
		}
		
		BaseClass.Reload();
		
	}

	void WeaponIdle()
	{
		self.ResetEmptySound();

		m_pPlayer.GetAutoaimVector( AUTOAIM_10DEGREES );

		if( self.m_flTimeWeaponIdle > WeaponTimeBase() )
			return;

		int iAnim;
		switch( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed,  0, 1 ) )
		{
		case 0:	
			iAnim = G3SG1_IDLE1;	
			break;
		
		case 1:
			iAnim = G3SG1_IDLE1;
			break;
			
		default:
			iAnim = G3SG1_IDLE1;
			break;
		}

		self.SendWeaponAnim( iAnim );

	self.m_flTimeWeaponIdle = WeaponTimeBase() + Math.RandomFloat( 10, 15 );	}

}

string GetWeaponName_AUTO()
{
	return "weapon_auto";
}

void RegisterWeapon_AUTO()
{
	g_CustomEntityFuncs.RegisterCustomEntity( "weapon_auto", GetWeaponName_AUTO() );
	g_ItemRegistry.RegisterWeapon( GetWeaponName_AUTO(), "dust_weapons", "m40a1" );
}
