Game:CreateHapticsEffectFlat("rl_fire", 0.8, 0.5, 0.35, 0.35);
Game:RegisterBHapticsEffect("rl_fire_r", "bhaptics/vest/ShootRPG_R.tact");
Game:RegisterBHapticsEffect("rl_fire_l", "bhaptics/vest/ShootRPG_L.tact");

RLSP = {
	name			= "RL",
	object		= "Objects/Weapons/RL/RL_bind.cgf",
	character	= "Objects/Weapons/RL/RL.cgf",
	
	BoneRightHand = "weapon",
	BoneLeftHand = "Bone03",
	RHOffset = { -0.1, -0.07, 0 },

	-- if the weapon supports zooming then add this...
	ZoomActive = 0,												-- initially always 0
	MaxZoomSteps = 3,
	ZoomSteps = { 2, 4, 6, },
	ZoomSound=Sound:LoadSound("Sounds/items/scope.wav"),
	ZoomDeadSwitch= 1,
	TargetLocker=1,
	Sway = 7.0,

	---------------------------------------------------
	PlayerSlowDown = 0.6,									-- factor to slow down the player when he holds that weapon
	---------------------------------------------------
	ActivateSound = Sound:LoadSound("sounds/weapons/Mortar/mortar_33.wav"),	-- sound to play when this weapon is selected
	---------------------------------------------------
	DrawFlare=1,

	FireParams =
	{													-- describes all supported firemodes
		{
			HasCrosshair=1,
			AmmoType="Rocket",
			projectile_class="Rocket",
			reload_time=4.5, -- default 3.82
			fire_rate=3.65,
			fire_activation=FireActivation_OnPress,
			bullet_per_shot=1,
			bullets_per_clip=4,
			FModeActivationTime = 0.0,
			iImpactForceMul = 10,
	
			FireSounds = {
				"Sounds/Weapons/rl/FINAL_RL_MONO.wav",
			},
			FireSoundsStereo = {
				"Sounds/Weapons/rl/FINAL_RL_STEREO.wav",
	
			},
			DrySound = "Sounds/Weapons/AG36/DryFire.wav",
			HapticFireEffect = "rl_fire",
			BHapticsFireRight = "rl_fire_r",
			BHapticsFireLeft = "rl_fire_l",
			BHapticsIntensity = 0.4,
			ProtubeKickPower = 1.0,
			ProtubeRumblePower = 1.0,
			ProtubeRumbleSeconds = 1.0,
	
	-- Light from flying rocket is enough so this light is not needed
	--		LightFlash = {
	--		fRadius = 5.0,
	--			vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
	--			vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
	--			fLifeTime = 0.25,
	--		},
	
			SoundMinMaxVol = { 255, 4, 2600 },
		},
	},
	
	--In multiplayer, if this table exist will be merged with the table above for the firemodes in common.
--	FireParams_Mp =
--	{
--		{
--			bullets_per_clip=1,
--		},
--	},

		SoundEvents={
		--	animname,	frame,	soundfile
		{	"reload1",	18,			Sound:LoadSound("Sounds/Weapons/RL/rl_18.wav",0,80)},
		{	"reload1",	88,			Sound:LoadSound("Sounds/Weapons/RL/rl_78.wav",0,80)},
--		{	"swim",		1,			Sound:LoadSound("Sounds/player/water/underwaterswim2.wav",0,255)},
	},
}

RLMP = {
	name			= "RL",
	object		= "Objects/Weapons/RL/RL_bind.cgf",
	character	= "Objects/Weapons/RL/RL.cgf",

	BoneRightHand = "weapon",
	BoneLeftHand = "Bone03",
	RHOffset = { -0.1, -0.07, 0 },

	-- if the weapon supports zooming then add this...
	ZoomActive = 0,												-- initially always 0
	MaxZoomSteps = 3,
	ZoomSteps = { 2, 4, 6, },
	ZoomSound=Sound:LoadSound("Sounds/items/scope.wav"),
	LockSound=Sound:LoadSound("Sounds/items/lock2.wav"),
	ZoomDeadSwitch= 1,
	TargetLocker=1,
	Sway = 1.0,

	---------------------------------------------------
	PlayerSlowDown = 0.7,									-- factor to slow down the player when he holds that weapon
	---------------------------------------------------
	ActivateSound = Sound:LoadSound("sounds/weapons/Mortar/mortar_33.wav"),	-- sound to play when this weapon is selected
	---------------------------------------------------
	DrawFlare=1,

	FireParams =
	{													-- describes all supported firemodes
		{
			-- HasCrosshair=1,
			AmmoType="Rocket",
			projectile_class="Rocket",
			reload_time=4.5, -- default 3.82
			fire_rate=3.65,
			--fire_activation=FireActivation_OnPress,
			fire_activation=bor(FireActivation_OnPress,FireActivation_OnRelease),
			bullet_per_shot=1,
			bullets_per_clip=4,
			FModeActivationTime = 0.0,
			iImpactForceMul = 10,
	
			FireSounds = {
				"Sounds/Weapons/rl/FINAL_RL_MONO.wav",
			},
			FireSoundsStereo = {
				"Sounds/Weapons/rl/FINAL_RL_STEREO.wav",
	
			},
			DrySound = "Sounds/Weapons/AG36/DryFire.wav",
			HapticFireEffect = "rl_fire",
			BHapticsFireRight = "rl_fire_r",
			BHapticsFireLeft = "rl_fire_l",
			BHapticsIntensity = 0.4,
			ProtubeKickPower = 1.0,
			ProtubeRumblePower = 1.0,
			ProtubeRumbleSeconds = 1.0,
	
	-- Light from flying rocket is enough so this light is not needed
	--		LightFlash = {
	--		fRadius = 5.0,
	--			vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
	--			vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
	--			fLifeTime = 0.25,
	--		},
	
			SoundMinMaxVol = { 255, 4, 2600 },
		},
	},
	
	--In multiplayer, if this table exist will be merged with the table above for the firemodes in common.
--	FireParams_Mp =
--	{
--		{
--			bullets_per_clip=1,
--		},
--	},

		SoundEvents={
		--	animname,	frame,	soundfile
		{	"reload1",	18,			Sound:LoadSound("Sounds/Weapons/RL/rl_18.wav",0,80)},
		{	"reload1",	88,			Sound:LoadSound("Sounds/Weapons/RL/rl_78.wav",0,80)},
--		{	"swim",		1,			Sound:LoadSound("Sounds/player/water/underwaterswim2.wav",0,255)},
	},
	minaimtime = 0.5,
}

RL= RLSP;

if (Game:IsMultiplayer()) then
	RL= RLMP;
end

RL.LockSoundTrigger = 0;


function RL:DrawZoomOverlay( ZoomStep )
	if (Game:IsMultiplayer()) then
		local	minaimtime = 0.5;
		if (_localplayer.cnt.aimtime==nil) then
			_localplayer.cnt.aimtime=0;
		end
	
		if ( ZoomStep ~= self.PrevZoomStep ) then
			if ( RL.ZoomSound ) then
				Sound:StopSound( RL.ZoomSound );
				Sound:PlaySound( RL.ZoomSound );
			end
			self.PrevZoomStep = ZoomStep;
		end
	--	System.DrawRectShader("ScreenDistort", 0, 0, 800, 600, 1, 1, 1, 1);
		local elapstime =_time-_localplayer.cnt.aimtime;
	
		if ( RL.ZoomBackgroundTID ) then
			
			if (elapstime > minaimtime or _localplayer.cnt.aimtime==0)  then
			-- [tiago] must add crossair..
			System:Draw2DLine(398-44, 300, 398,  300, 0, 0, 0, 1);
			System:Draw2DLine(402, 300, 402+45, 300, 0, 0, 0, 1);
			System:Draw2DLine(400   ,302, 400   ,302+45, 0, 0, 0, 1);
			if (_localplayer.cnt.aimtime ~= 0) then
				if (RL.LockSoundTrigger == 0) then
					Sound:PlaySound( RL.LockSound );
					RL.LockSoundTrigger = 1;
				end
				Game:WriteHudString(390, 370, "FIRE", 0, 1.0, 0.5, 0.9, 20, 20);
			end
			end
	
			-- [tiago] must adjust texel coordinates
			local fTexelWidth=1.0/512.0;
			local fTexelHeight=1.0/1024.0;
			System:DrawImageColorCoords( RL.ZoomBackgroundTID, 0, 0, 400, 600, 4, 1, 1, 1, 1,  fTexelWidth, 1-fTexelHeight, 1-fTexelWidth, fTexelHeight);
			System:DrawImageColorCoords( RL.ZoomBackgroundTID, 800, 0, -400, 600, 4, 1, 1, 1, 1,  fTexelWidth, 1-fTexelHeight, 1-fTexelWidth, fTexelHeight);
	
		end
	
	--	if ( RL.ZoomTID ) then
	--		System.DrawImage( RL.ZoomTID[ZoomStep], 400, 22, 185, 80, 4 );
	--	end
		--Game:SetHUDFont("radiosta", "sniperscope");
		Game:SetHUDFont("radiosta", "binozoom");
		
		-- Draw distance
		local myPlayer=_localplayer;
		if ( myPlayer ) then
			local int_pt=myPlayer.cnt:GetViewIntersection();
			if ( int_pt ) then
				local s=format( "%07.2fm", int_pt.len*1.5);
				--Game:WriteHudStringFixed(366, 350, s, 0, 1.0, 0.5, 0.5, 20, 20, 0.6);
				Game:WriteHudString(370, 350, s, 0, 1.0, 0.5, 0.5, 15, 15);
			else
				--Game:WriteHudStringFixed(366, 350, "----.--m", 0, 1.0, 0.5, 0.9, 20, 20, 0.6);
				Game:WriteHudString(370, 350, "----.--m", 0, 1.0, 0.5, 0.9, 20, 20);
			end
		end
	else
		if ( ZoomStep ~= self.PrevZoomStep ) then
			if ( RL.ZoomSound ) then
				Sound:StopSound( RL.ZoomSound );
				Sound:PlaySound( RL.ZoomSound );
			end
			self.PrevZoomStep = ZoomStep;
		end
	--	System.DrawRectShader("ScreenDistort", 0, 0, 800, 600, 1, 1, 1, 1);
	
		if ( RL.ZoomBackgroundTID ) then
	
			-- [tiago] must add crossair..
			System:Draw2DLine(398-44, 300, 398,  300, 0, 0, 0, 1);
			System:Draw2DLine(402, 300, 402+45, 300, 0, 0, 0, 1);
			System:Draw2DLine(400   ,302, 400   ,302+45, 0, 0, 0, 1);
	
			-- [tiago] must adjust texel coordinates
			local fTexelWidth=1.0/512.0;
			local fTexelHeight=1.0/1024.0;
			System:DrawImageColorCoords( RL.ZoomBackgroundTID, 0, 0, 400, 600, 4, 1, 1, 1, 1,  fTexelWidth, 1-fTexelHeight, 1-fTexelWidth, fTexelHeight);
			System:DrawImageColorCoords( RL.ZoomBackgroundTID, 800, 0, -400, 600, 4, 1, 1, 1, 1,  fTexelWidth, 1-fTexelHeight, 1-fTexelWidth, fTexelHeight);
	
		end
	
	--	if ( RL.ZoomTID ) then
	--		System.DrawImage( RL.ZoomTID[ZoomStep], 400, 22, 185, 80, 4 );
	--	end
		--Game:SetHUDFont("radiosta", "sniperscope");
		Game:SetHUDFont("radiosta", "binozoom");
		
		-- Draw distance
		local myPlayer=_localplayer;
		if ( myPlayer ) then
			local int_pt=myPlayer.cnt:GetViewIntersection();
			if ( int_pt ) then
				local s=format( "%07.2fm", int_pt.len*1.5);
				--Game:WriteHudStringFixed(366, 350, s, 0, 1.0, 0.5, 0.5, 20, 20, 0.6);
				Game:WriteHudString(370, 350, s, 0, 1.0, 0.5, 0.5, 15, 15);
			else
				--Game:WriteHudStringFixed(366, 350, "----.--m", 0, 1.0, 0.5, 0.9, 20, 20, 0.6);
				Game:WriteHudString(370, 350, "----.--m", 0, 1.0, 0.5, 0.9, 20, 20);
			end
		end
	
	end
end

function RL:ZoomToggle()
	TargetLocker:Activate(self.ZoomActive,"RL");
end



CreateBasicWeapon(RL);

function RL.Client:OnInit()
	local cur_r_TexResolution = tonumber( getglobal( "r_TexResolution" ) );
	if( cur_r_TexResolution <= 1 ) then -- lower res texture for low/med texture quality setting
		RL.ZoomBackgroundTID=System:LoadImage("Textures/Hud/crosshair/RL_scope_low");
	else
		RL.ZoomBackgroundTID=System:LoadImage("Textures/Hud/crosshair/RL_scope");
	end
	self.ZoomOverlayFunc = RL.DrawZoomOverlay;
	BasicWeapon.Client.OnInit( self );
end

function RL.Client:OnShutDown()
	RL.ZoomBackgroundTID=nil;
end


function RL.Client:OnEvent(EventId, Params)
	if (Game:IsMultiplayer()) then
		if (EventId == ScriptEvent_Fire) then
		
			if (Params.fire_event_type == FireActivation_OnPress) then
				_localplayer.cnt.aimtime = _time;
				Params.shooter.cnt.aimtime = _time;
				self.clientrelease = 0;
				self.beginclientfire = 1;
				self.fireCanceled = 0;
				RL.LockSoundTrigger = 0;
				return
			elseif (Params.fire_event_type == FireActivation_OnRelease) then
				local elapstime =_time-Params.shooter.cnt.aimtime;
	
				if ( (Params.shooter.cnt.aimtime > 0) and (self.minaimtime < elapstime)) then
					self.clientrelease = 1;
	
					self.fireCanceled = 0;
					Params.shooter.cnt.aimtime = 0;
				else
	
					self.fireCanceled = 1;
	
					self.clientrelease = 0;
					Params.shooter.cnt.aimtime = 0;
	
				end
			end
		elseif (EventId == ScriptEvent_FireCancel) then
			self.fireCanceled = 1;
			self.beginclientfire = nil;
			self.clientrelease = 0;
			return
		end
		if( self.fireCanceled == 1 or self.clientrelease ~= 1 or self.beginclientfire == 0 or Params.shooter.cnt.aiming ~= 1) then
			do return nil end;
		end	
		
		self.beginclientfire = 0;
		return BasicWeapon.Client.OnEvent(self, EventId, Params);
	else
		return BasicWeapon.Client.OnEvent(self, EventId, Params);
	end
end

function RL.Server:OnEvent(EventId, Params)
	if (Game:IsMultiplayer()) then
		if (EventId == ScriptEvent_Fire) then
			if (Params.fire_event_type == FireActivation_OnPress) then
				self.beginfire = 1;
				Params.shooter.cnt.aimtimesvr=_time;
			end
			if (Params.fire_event_type == FireActivation_OnRelease and self.beginfire == 1) then
	
				local elapstime =_time-Params.shooter.cnt.aimtimesvr;
				if ( (Params.shooter.cnt.aimtimesvr > 0) and (self.minaimtime < elapstime) ) then
					self.beginfire = 0;
					self.fireCanceled = 0;
					Params.shooter.cnt.aimtimesvr = 0;
				else
					self.beginfire = 0;
					self.fireCanceled = 1;
					Params.shooter.cnt.aimtimesvr = 0;
				end
			else return end
		elseif (EventId == ScriptEvent_FireCancel) then
			self.fireCanceled = 1;
			return
		end
		if( self.fireCanceled == 1 or Params.shooter.cnt.aiming ~= 1)then	-- don't fire
			self.beginfire = nil;
			do return nil end;
		end	
		return BasicWeapon.Server.OnEvent(self, EventId, Params);
	else
		return BasicWeapon.Server.OnEvent(self, EventId, Params);
	end
end

---------------------------------------------------------------
--ANIMTABLE
------------------
RL.anim_table={}
--AUTOMATIC FIRE
RL.anim_table[1]={
	idle={
		"Idle11",
		"Idle21",
	},
	reload={
		"Reload1",
	},
	fidget={
		"fidget11",
		"fidget21",
	},
	fire={
		"Fire11",
		"Fire21",
	},
	swim={
		"swim",
	},
	activate={
		"Activate1",
	},
}
