namespace HLWanted_Gattlinggun
{
const int GAT_DEFAULT_AMMO 	= 200;
const int GAT_MAX_CARRY 	= 1000;
const int GAT_MAX_CLIP 		= -1;
const int GAT_WEIGHT 		= 15;
const uint SHOTGUN_SINGLE_PELLETCOUNT = 4;

enum Animation
{
	GAT_IDLE1 = 0,
	GAT_IDLE2,
	GAT_IDLE3,
	GAT_SPINUP,
	GAT_FIRE,
	GAT_SPINDOWN,
	GAT_DRAW,
	GAT_HOLSTER,
	GAT_JAMMED,
	GAT_UNJAM,
	GAT_RELOAD,
	GAT_DRYFIRE
};

const array<string> pGunSounds =
{
	"asscan/asscan4.wav",
	"asscan/asscan4.wav",
	"asscan/asscan2.wav",
	"asscan/asscan3.wav",
	"asscan/asscan1.wav",
	"asscan/asscan4.wav",
	"asscan/asscan4.wav",
	"asscan/asscan4.wav"
};

class weapon_gattlinggun : CBaseCustomWeapon
{
	float m_flStartThrow = 0.0f;
	bool bGunJammed = false;
	int iCounter = GAT_DEFAULT_AMMO;
	int m_iShell;

	void Spawn()
	{
		Precache();
		g_EntityFuncs.SetModel( self, "models/w_minigun.mdl" );

		self.m_iDefaultAmmo = GAT_DEFAULT_AMMO;

		self.FallInit();
	}

	void Precache()
	{
		self.PrecacheCustomModels();
		g_Game.PrecacheModel( "models/asscan/v_tfac.mdl" );
		g_Game.PrecacheModel( "models/p_minigunspin.mdl" );
		g_Game.PrecacheModel( "models/w_minigun.mdl" );

		m_iShell = g_Game.PrecacheModel ("models/hlclassic/shell.mdl");// brass shell

		g_SoundSystem.PrecacheSound( "items/9mmclip1.wav" );

		for( uint i = 0; i < pGunSounds.length(); i++ ) // firing sounds
		{
			g_SoundSystem.PrecacheSound( pGunSounds[i] ); // cache
			g_Game.PrecacheGeneric( "sound/" + pGunSounds[i] ); // client has to download
		}
		
		g_Game.PrecacheGeneric( "sprites/asscan/" + "weapon_asscan.txt" );
		g_Game.PrecacheGeneric( "sprites/asscan/640hud1.spr" );
		g_Game.PrecacheGeneric( "sprites/asscan/640hud4.spr" );
		g_Game.PrecacheGeneric( "sprites/asscan/crosshairs.spr" );
		g_Game.PrecacheGeneric( "sprites/asscan/ofch1.spr" );
	}

	void CreatePelletDecals( const Vector& in vecSrc, const Vector& in vecAiming, const Vector& in vecSpread, const uint uiPelletCount )
	{
		TraceResult tr;
		
		float x, y;
		
		for( uint uiPellet = 0; uiPellet < uiPelletCount; ++uiPellet )
		{
			g_Utility.GetCircularGaussianSpread( x, y );
			
			Vector vecDir = vecAiming 
							+ x * vecSpread.x * g_Engine.v_right 
							+ y * vecSpread.y * g_Engine.v_up;

			Vector vecEnd	= vecSrc + vecDir * 9048;
			
			g_Utility.TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer.edict(), tr );

			//Gets the barrel attachment
			Vector vecAttachOrigin;
			Vector vecAttachAngles;
			g_EngineFuncs.GetAttachment( m_pPlayer.edict(), 0, vecAttachOrigin, vecAttachAngles );

			switch( ( self.m_iClip ) % 1 )
			{
				case 0: WW2DynamicTracer( vecAttachOrigin, tr.vecEndPos ); break;
			}

			if( tr.flFraction < 1.0 )
			{
				if( tr.pHit !is null )
				{
					CBaseEntity@ pHit = g_EntityFuncs.Instance( tr.pHit );
					
					if( pHit is null || pHit.IsBSPModel() )
						g_WeaponFuncs.DecalGunshot( tr, BULLET_PLAYER_BUCKSHOT );
				}
			}
		}
	}

	bool GetItemInfo( ItemInfo& out info )
	{
		info.iMaxAmmo1 	= GAT_MAX_CARRY;
		info.iMaxAmmo2 	= -1;
		info.iMaxClip 	= -1;
		info.iSlot 	= 8;
		info.iPosition 	= 5;
		info.iId     	= g_ItemRegistry.GetIdForName( self.pev.classname );
		info.iFlags 	= 0;
		info.iWeight 	= GAT_WEIGHT;

		return true;
	}

	bool AddToPlayer( CBasePlayer@ pPlayer )
	{
		if( !BaseClass.AddToPlayer( pPlayer ) )
			return false;
			
		@m_pPlayer = pPlayer;

		NetworkMessage message( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() );
			message.WriteLong( g_ItemRegistry.GetIdForName( self.pev.classname ) );
		message.End();
		
		return true;
	}

	bool PlayEmptySound()
	{
		if( self.m_bPlayEmptySound )
		{
			self.m_bPlayEmptySound = false;
			
			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "wanted/weapons/pistol_cock1.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
		}
		
		return false;
	}

	//CBasePlayerItem@ DropItem()
	//{
	//	return null;
	//}

	bool Deploy()
	{
		m_pPlayer.SetMaxSpeedOverride( 225 );

		bool bResult;
		{
			bResult = self.DefaultDeploy( self.GetV_Model( "models/asscan/v_tfac.mdl" ), self.GetP_Model( "models/p_minigunspin.mdl" ), GAT_DRAW, "minigun" );
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 1.0;
			if( bGunJammed )
			{
				self.m_flNextSecondaryAttack = WeaponTimeBase() + 1.0;
			}
			self.m_flTimeWeaponIdle = WeaponTimeBase() + 1.5;
			return bResult;
		}
	}

	float WeaponTimeBase()
	{
		return g_Engine.time; //g_WeaponFuncs.WeaponTimeBase();
	}

	void Holster( int skipLocal = 0 )
	{
		SetThink( null );
		self.m_fInReload = false;

		g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, pGunSounds[4], 1.0f, 0.15, SND_STOP, PITCH_NORM );

		if( m_flStartThrow != 0 )
		{
			if( !bGunJammed )
			{
				g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, pGunSounds[3], 1.0f, 0.7, 0, PITCH_NORM );
				self.SendWeaponAnim( GAT_SPINDOWN, 0, 0 );
				iCounter = GAT_DEFAULT_AMMO;
			}

			m_flStartThrow = 0.0f;
		}

		m_pPlayer.SetMaxSpeedOverride( -1 );
		BaseClass.Holster( skipLocal );
	}

	void SpinUp()
	{
		float flSpinTime = m_flStartThrow;

		flSpinTime = 0.5f;
		m_flStartThrow = flSpinTime;
		m_pPlayer.SetMaxSpeedOverride( 115 );
		self.m_bExclusiveHold = true;
	}

	void PrimaryAttack()
	{
		float flSpinTime = m_flStartThrow;

		if( bGunJammed )
		{
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 1.0;
			return;
		}

		if( self.m_iPrimaryAmmoType <= 0 )
		{
			if( flSpinTime != 0 )
			{
				self.SendWeaponAnim( GAT_DRYFIRE, 0, 0 );

				//g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, pGunSounds[6], 0.6f, 0.1, 0, PITCH_NORM );

				m_pPlayer.SetMaxSpeedOverride( 115 );
				self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.1;
				self.m_flTimeWeaponIdle = g_Engine.time + 0.1;
			}

		}

		if( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 )
			return;

		if( flSpinTime == 0 )
		{
			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, pGunSounds[4], 1.0f, 0.5, 0, 110 );
		}

		if( flSpinTime <= 0.0f )
		{
			self.SendWeaponAnim( GAT_SPINUP, 0, 0 );

			SetThink( ThinkFunction( this.SpinUp ) );
			pev.nextthink = g_Engine.time + 0.5f;
			m_pPlayer.SetMaxSpeedOverride( 115 );

			self.m_flNextPrimaryAttack = pev.nextthink + 0.1;
			self.m_flTimeWeaponIdle = pev.nextthink + 0.1;

			return;
		}
		else if( flSpinTime > 0.1f )
		{
			self.SendWeaponAnim( GAT_FIRE, 0, 0 );

			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, pGunSounds[2], 1.0f, 0.5, 0, 110 );

			Vector vecShellVelocity, vecShellOrigin, vecShellOrigin2, vecShellOrigin3;

			GetDefaultShellInfo( m_pPlayer, vecShellVelocity, vecShellOrigin, 1, 10, -23 );
			GetDefaultShellInfo( m_pPlayer, vecShellVelocity, vecShellOrigin2, 6, 11, -23 );
			GetDefaultShellInfo( m_pPlayer, vecShellVelocity, vecShellOrigin3, 10, 12, -23 );

			vecShellVelocity.y *= 1;

			m_pPlayer.SetMaxSpeedOverride( 115 );

			g_EntityFuncs.EjectBrass( vecShellOrigin, vecShellVelocity, m_pPlayer.pev.angles.y, m_iShell, TE_BOUNCE_SHELL );
			g_EntityFuncs.EjectBrass( vecShellOrigin2, vecShellVelocity, m_pPlayer.pev.angles.y, m_iShell, TE_BOUNCE_SHELL );
			g_EntityFuncs.EjectBrass( vecShellOrigin3, vecShellVelocity, m_pPlayer.pev.angles.y, m_iShell, TE_BOUNCE_SHELL );

			m_pPlayer.m_iWeaponVolume = LOUD_GUN_VOLUME;
			m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH;

			if ( m_pPlayer !is null && (m_pPlayer.pev.flags & FL_FAKECLIENT) != 0 )
			{
				//nothing
			}
			else
			{
				m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) - 1 );
			}


			// player "shoot" animation
			m_pPlayer.SetAnimation( PLAYER_ATTACK1 );

			Vector vecSrc	 = m_pPlayer.GetGunPosition();
			Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_10DEGREES );

			int m_iBulletDamage = 7;
			m_pPlayer.FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 9048, BULLET_PLAYER_CUSTOMDAMAGE, 2, m_iBulletDamage );

			CreatePelletDecals( vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, SHOTGUN_SINGLE_PELLETCOUNT );
			
			self.m_flNextPrimaryAttack = g_Engine.time + 0.08;
			self.m_flTimeWeaponIdle = WeaponTimeBase() + 1.0;

			TraceResult tr;
			float x, y;
		
			g_Utility.GetCircularGaussianSpread( x, y );
		
			Vector vecDir;

			if( tr.flFraction < 1.0 )
			{
				if( tr.pHit !is null )
				{
					CBaseEntity@ pHit = g_EntityFuncs.Instance( tr.pHit );

					if( pHit is null || pHit.IsBSPModel() )
						g_WeaponFuncs.DecalGunshot( tr, BULLET_PLAYER_9MM );
				}
			}
		}

		m_flStartThrow = flSpinTime;
		self.m_flNextPrimaryAttack = g_Engine.time + 0.1;
		self.m_flNextSecondaryAttack = -1.0;
		self.m_flTimeWeaponIdle = g_Engine.time + 0.1;
		self.m_bExclusiveHold = true;
	}

	void UnJam()
	{
		g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, pGunSounds[5], 1.0f, ATTN_NORM, 0, PITCH_NORM );
		SetThink( ThinkFunction( this.UnJammed ) );
		self.pev.nextthink = g_Engine.time + 0.6f;
	}

	void UnJammed()
	{
		m_flStartThrow = 0.0f;
		self.m_flNextSecondaryAttack = WeaponTimeBase() + 0.5;
		self.m_flNextPrimaryAttack = g_Engine.time + 0.5;

		bGunJammed = false;
		iCounter = GAT_DEFAULT_AMMO;
	}

	void Reload()
	{
		if( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 || self.m_iClip == GAT_MAX_CLIP ) // Can't reload if we have a full magazine already!
			return;

		SetThink( null );

		if( m_flStartThrow != 0 )
		{
			if( !bGunJammed )
			{
				g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, pGunSounds[3], 1.0f, 0.15, 0, PITCH_NORM );
			}

			m_flStartThrow = 0.0f;
		}

		self.m_flNextPrimaryAttack = g_Engine.time + 0.1f;
		self.m_flNextSecondaryAttack = g_Engine.time + 0.1f;

		self.DefaultReload( GAT_MAX_CLIP, GAT_RELOAD, 0.1, 0 );

		self.m_flTimeWeaponIdle = WeaponTimeBase() + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed,  10, 15 );

		//Set 3rd person reloading animation -Sniper
		BaseClass.Reload();
	}

	void ItemPreFrame()
	{
		if( ( m_pPlayer.pev.button & IN_ATTACK2 ) != 0 && !bGunJammed )
		{ // Player is holding +attack2 button
			m_pPlayer.pev.button &= ~IN_ATTACK2;
		}

		BaseClass.ItemPreFrame();
	}

	void WeaponIdle()
	{
		self.ResetEmptySound();

		m_pPlayer.SetMaxSpeedOverride( 225 );

		m_pPlayer.GetAutoaimVector( AUTOAIM_10DEGREES );

		if( self.m_flTimeWeaponIdle > WeaponTimeBase() )
			return;

		if( m_flStartThrow != 0 )
		{
			if( !bGunJammed )
			{
				g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, pGunSounds[3], 1.0f, 0.5, 0, 110 );
				self.SendWeaponAnim( GAT_SPINDOWN, 0, 0 );
				iCounter = GAT_DEFAULT_AMMO;
			}
			m_flStartThrow = 0.0f;
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.1;
			self.m_flTimeWeaponIdle = self.m_flNextPrimaryAttack + 1.0f;
			self.m_bExclusiveHold = true;
			return;
		}

		int iAnim;
		float flNextIdle;
		iAnim = GAT_IDLE1;
		flNextIdle = 9999.0;
		self.m_flTimeWeaponIdle = WeaponTimeBase() + flNextIdle;
		self.SendWeaponAnim( iAnim );
		self.m_bExclusiveHold = false;
	}
}

string GetGattlinggunName()
{
	return "weapon_asscan";
}

void Register()
{
	g_CustomEntityFuncs.RegisterCustomEntity( "HLWanted_Gattlinggun::weapon_gattlinggun", GetGattlinggunName() );
	g_ItemRegistry.RegisterWeapon( GetGattlinggunName(), "asscan", "556", "", "ammo_556", "" );
}

} //namespace HLWanted_Gattlinggun END