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global function PlayerLeeching_Init

global function LeechSurroundingSpectres
global function CodeCallback_LeechStart
global function LeechPropagate
global function ReleaseLeechOverflow
global function IsBeingLeeched

// 384	~ 32 feet
// 256	~ 21.3 feet
// 192	~ 16 feet
// 128	~ 10.6 feet
const float SPECTRE_LEECH_SURROUNDING_RANGE = 384.0

#if MP
const int GLOBAL_LEECH_LIMIT 		= 100  // per team
const int MAX_LEECHABLE 			= 100  // per player
const bool PROPAGATE_ON_LEECH 		= true
#elseif SP
const int GLOBAL_LEECH_LIMIT 		= 8
const int MAX_LEECHABLE 			= 4
const bool PROPAGATE_ON_LEECH 		= false
#endif

void function PlayerLeeching_Init()
{
	#if SERVER
		PrecacheModel( DATA_KNIFE_MODEL )
	#endif
}

void function PlayerStopLeeching( entity player, entity target )
{
	Assert( target != null )
	Assert( player.p.leechTarget == target )

	StopLeechingProgress( player.p.leechTarget )

	player.p.leechTarget = null
}

void function CodeCallback_LeechStart( entity player, entity target )
{
	thread LeechStartThread( player, target )
}

void function LeechStartThread( entity player, entity target )
{
	if ( !IsAlive( target ) )
		return

	if ( !IsAlive( player ) )
		return

	LeechActionInfo action = FindLeechAction( player, target )
	if ( !action.isValid )
		return

/*
	if ( player.ContextAction_IsActive()
	     || player.ContextAction_IsActive()
	     || target.ContextAction_IsActive() )
	{
		return
	}
*/

	player.EndSignal( "ScriptAnimStop" )
	player.EndSignal( "OnDeath" )
	target.EndSignal( "OnDestroy" )
	target.EndSignal( "OnDeath" )
	target.EndSignal( "ScriptAnimStop" )

	StartLeechingProgress( target, player )

	LeechData e
	e.playerStartOrg = player.GetOrigin()
	e.targetStartPos = target.GetOrigin()

	OnThreadEnd
	(
		function() : ( e, player, target )
		{
			if ( IsValid( player ) )
			{
				player.SetSyncedEntity( null )
				if ( player.ContextAction_IsLeeching() )
					player.Event_LeechEnd()

				// reset to start position in case animation moves us at all
				//player.SetOrigin( e.playerStartOrg )
				player.Anim_Stop()
				player.UnforceStand()

				// done with first person anims
				ClearPlayerAnimViewEntity( player )
				DeployAndEnableWeapons( player )
			}

			if ( IsValid( target ) )
			{
				if ( !e.success )
				{
					if ( IsValid( player ) )
					{
						TryLeechAbortCallback( target, player ) //Make "failed leech" sounds play here after exiting leech animation
					}
				}
				
				#if MP
				target.SetUsable()
				#endif
				target.SetNoTarget( false )
				target.SetNoTargetSmartAmmo( false )
				target.Anim_Stop()
				target.ClearParent()
				if ( IsAlive( target ) )
				{
					// Note that e.targetStartPos is not guarranteed to be a safe spot since we can have moving geo in the game now
					PutEntityInSafeSpot( target, null, null, target.GetOrigin(), target.GetOrigin() )
				}

				if ( target.ContextAction_IsLeeching() )
					target.Event_LeechEnd()

			}

			foreach ( knife in e.knives )
			{
				if ( IsValid( knife ) )
				{
					knife.Destroy()
				}

			}

			if ( IsValid( player ) && player.p.leechTarget )
			{
				PlayerStopLeeching( player, player.p.leechTarget )
			}

			if ( IsValid( e.ref ) )
			{
				if ( IsValid( player ) )
					player.ClearParent()

				if ( IsValid( target ) )
					target.ClearParent()

				//printt( "kill the ref" )
				if ( IsValid( e.ref ) && !e.ref.IsPlayer() )
					e.ref.Destroy()
			}
		}
	)

	Assert( player.p.leechTarget == null )
	player.p.leechTarget = target
	player.Event_LeechStart()
	target.Event_LeechStart()
	player.ForceStand()
	HolsterAndDisableWeapons( player )

	float leechTime = svGlobal.defaultPilotLeechTime
	if ( PlayerHasPassive( player, ePassives.PAS_FAST_HACK ) )
		leechTime *= 0.85

	e.leechTime = leechTime

	#if MP
	target.UnsetUsable()
	#endif
	target.SetNoTarget( true )
	target.SetNoTargetSmartAmmo( true )

	if ( IsSpectre( target ) )
		TellSquadmatesSpectreIsGettingLeeched( target, player )

	waitthread PlayerLeechTargetAnimation( player, target, action, e )

	e.leechStartTime = Time()
	Remote_CallFunction_Replay( player, "ServerCallback_DataKnifeStartLeech", e.leechTime )
	waitthread WaittillFinishedLeeching( player, target, e )

	if ( e.success  )
	{
		thread DataKnifeSuccessSounds( player )

		DoLeech( target, player )
		PlayerStopLeeching( player, target )

		// this will kill a random leeched ent from within the team, exluding the current target. When it's not done elsewhere
		if ( !WIFI_HACK_OVERFLOW_DIES )
			ReleaseLeechOverflow( player, target )

		//this is called when the player leeches - not when the system is leeching other spectres
		if ( PROPAGATE_ON_LEECH && IsSpectre( target ) )
			LeechSurroundingSpectres( target.GetOrigin(), player )
	}
	else
	{
		DataKnifeCanceledSounds( player )
		Remote_CallFunction_Replay( player, "ServerCallback_DataKnifeCancelLeech" )
		PlayerStopLeeching( player, player.p.leechTarget )
	}

	waitthread PlayerExitLeechingAnim( player, target, action, e )
}

void function TellSquadmatesSpectreIsGettingLeeched( entity spectre, entity player )
{
	string squadName = expect string( spectre.kv.squadname )
	if ( squadName == "" )
		return

	array<entity> squad = GetNPCArrayBySquad( squadName )
	squad.removebyvalue( spectre )

	foreach ( squadMate in squad )
	{
		//printt( "Setting enemy of " + squadMate + " to player:  " + player )
		squadMate.SetEnemyLKP( player, player.GetOrigin() )
	}
}

void function ReleaseLeechOverflow( entity player, entity lastLeeched )
{
	array<entity> teamLeechedEnts = GetTeamLeechedEnts( player.GetTeam() )
	array<entity> leechedEnts = GetLeechedEnts( player )
	int globalOverflow = GLOBAL_LEECH_LIMIT - teamLeechedEnts.len()
	int playerOverflow = MAX_LEECHABLE - leechedEnts.len()

	int overflow = minint( globalOverflow, playerOverflow )

	if ( overflow >= 0 )
		return

	overflow = abs( overflow )

	teamLeechedEnts.randomize()
	foreach ( ent in teamLeechedEnts )
	{
		if ( lastLeeched == ent )
			continue

		entity owner = ent.GetBossPlayer()
		Assert( owner.IsPlayer() )


		// I think it's better to kill the overflow then have it become an enemy again.
		ent.Die()

		delete owner.p.leechedEnts[ ent ]
		overflow--

		if ( overflow == 0 )
			break
	}

	Assert( overflow == 0 )
}


int function GetMaxNumberOfLeechedEnts( entity player )
{
	int teamLeechedCount = GetTeamLeechedEnts( player.GetTeam() ).len()
	int leechedEntsCount = GetLeechedEnts( player ).len()
	int teamLimit = maxint( 0, GLOBAL_LEECH_LIMIT - teamLeechedCount )
	int maxSize = maxint( 0, MAX_LEECHABLE - leechedEntsCount )
	maxSize = minint( teamLimit, maxSize )

	return maxSize
}

void function LeechSurroundingSpectres( vector origin, entity player )
{
	array<entity> enemySpectreArray = GetNPCArrayEx( "npc_spectre", TEAM_ANY, player.GetTeam(), player.GetOrigin(), SPECTRE_LEECH_SURROUNDING_RANGE )

	if ( !enemySpectreArray.len() )
		return

	// don't resize the array if we should kill the overflow instead
	if ( !WIFI_HACK_OVERFLOW_DIES )
	{
		int maxSize = GetMaxNumberOfLeechedEnts( player )
		int newSize = minint( enemySpectreArray.len(), maxSize )

		enemySpectreArray.resize( newSize, null )
	}

	foreach ( spectre in enemySpectreArray )
	{
		thread LeechPropagate( spectre, player )
	}

	if ( enemySpectreArray.len() )
	{
		if ( PlayerHasPassive( player, ePassives.PAS_WIFI_SPECTRE ) )
		{
			EmitSoundOnEntity( player, "BurnCard_WiFiVirus_TurnSpectre" )
			printt( "play BurnCard_WiFiVirus_TurnSpectre" )
		}
	}
}

void function LeechPropagate( entity spectre, entity player )
{
	if ( spectre.ContextAction_IsActive() )
		return

	if ( !spectre.IsInterruptable() )
		return

	if ( spectre.GetParent() )
		return

	if ( !Leech_IsLeechable( spectre ) )
		return

	player.EndSignal( "OnDestroy" )
	spectre.EndSignal( "OnDestroy" )
	spectre.EndSignal( "OnDeath" )

	spectre.Event_LeechStart()

	AddAnimEvent( spectre, "leech_switchteam", DoLeechAnimEvent, player )

	OnThreadEnd(
		function() : ( spectre )
		{
			if ( IsValid( spectre ) )
			{
				DeleteAnimEvent( spectre, "leech_switchteam" )

				if ( spectre.ContextAction_IsLeeching() )
					spectre.Event_LeechEnd()
			}
		}
	)

	spectre.Anim_Stop()
	waitthread PlayAnim( spectre, "sp_reboot" )
	spectre.SetVelocity( Vector(0,0,0) )
}

void function WaittillFinishedLeeching( entity player, entity target, LeechData e )
{
	player.EndSignal( "OnDeath" )
	player.EndSignal( "ScriptAnimStop" )
	target.EndSignal( "OnDeath" )

	if ( !player.UseButtonPressed() )
		return

	float waitTime = e.leechTime
	float timePassed = Time() - e.leechStartTime
	waitTime -= timePassed
	if ( waitTime > 0 )
	{
		float startTime = Time()
		while ( Time() < startTime + waitTime && player.UseButtonPressed() )
		{
			WaitFrame()
		}
	}

	if ( player.UseButtonPressed() )
		e.success = true
}

/////////////////////////////////////////////////////////////
bool function IsLeechTargetUsedAsAnimNode( entity target )
{
	return target.AISetting_LeechAnimTag() != ""
}

/////////////////////////////////////////////////////////////
void function PlayerLeechTargetAnimation( entity player, entity target, LeechActionInfo action, LeechData e )
{
	Assert( action.isValid )
	vector targetStartOrg = target.GetOrigin()
	vector targetStartAng = target.GetAngles()

	vector initialPlayerPosition = player.GetOrigin()
	vector initialTargetPosition = target.GetOrigin()

	vector endOrigin = target.GetOrigin()
	vector startOrigin = player.GetOrigin()
	vector refVec = endOrigin - startOrigin
	string animTag

	FirstPersonSequenceStruct playerSequence

	//---------------------------------------------------------
	// Leech anims played on the leech target, or at player position?
	//---------------------------------------------------------
	if ( IsLeechTargetUsedAsAnimNode( target ) )
	{
		e.ref = CreateLeechingScriptMoverBetweenEnts( player, target )
		animTag = target.AISetting_LeechAnimTag()
		Assert( animTag != "" )
		e.ref.SetOrigin( target.GetOrigin() )
		e.ref.SetParent( target, animTag )
	}
	else
	{
		e.ref = player
		e.ref.SetOrigin( e.playerStartOrg )
		playerSequence.playerPushable = true
	}

	e.ref.EndSignal( "OnDestroy" )

	//-----------------------------------------------------------------
	// Player FirstPersonSequence for the leeching
	//-----------------------------------------------------------------
	playerSequence.blendTime = 0.25
	playerSequence.attachment = "ref"

	//-----------------------------------------------------------------
	// Only create FirstPersonSequence for leech target if anims exist
	//-----------------------------------------------------------------
	bool haveTargetSequence = false
	FirstPersonSequenceStruct targetSequence

	if ( action.targetAnimation3pStart != "" )
	{
		targetSequence = clone playerSequence
		haveTargetSequence = true
	}

	playerSequence.thirdPersonAnim =  action.playerAnimation3pStart
	playerSequence.thirdPersonAnimIdle = action.playerAnimation3pIdle
	playerSequence.firstPersonAnim = action.playerAnimation1pStart
	playerSequence.firstPersonAnimIdle = action.playerAnimation1pIdle

	entity viewmodel = player.GetFirstPersonProxy()

	if ( !HasAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt1" ) )
			AddAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt1", PlaySound_DataKnife_Hack_Spectre_Pt1 )

	if ( !HasAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt2" ) )
			AddAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt2", PlaySound_DataKnife_Hack_Spectre_Pt2 )

	if ( !HasAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt3" ) )
			AddAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_Pt3", PlaySound_DataKnife_Hack_Spectre_Pt3 )

	if ( !HasAnimEvent( viewmodel, "PlaySound_Spectre_Servo_Heavy_Short" ) )
			AddAnimEvent( viewmodel, "PlaySound_Spectre_Servo_Heavy_Short", PlaySound_Spectre_Servo_Heavy_Short )

	if ( !HasAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_ArmorRattle" ) )
			AddAnimEvent( viewmodel, "PlaySound_DataKnife_Hack_Spectre_ArmorRattle", PlaySound_DataKnife_Hack_Spectre_ArmorRattle )

	if ( haveTargetSequence )
	{
		targetSequence.thirdPersonAnim = action.targetAnimation3pStart
		targetSequence.thirdPersonAnimIdle = action.targetAnimation3pIdle
	}

	playerSequence.noParent = true

	//-----------------------------------
	// Data knife
	//-----------------------------------
	asset model = DATA_KNIFE_MODEL

	string knifeTag = GetTagForDataknife( target )
	entity thirdPersonKnife = CreatePropDynamic( model )
	SetTargetName( thirdPersonKnife, "thirdPersonKnife" )
	thirdPersonKnife.SetParent( player, knifeTag, false, 0.0 )
	e.knives.append( thirdPersonKnife )

	SetForceDrawWhileParented( target, true )

	//------------------------------------------------------------------------------
	// Play leech anim sequence for player, but only for target if leech anims exist
	//-------------------------------------------------------------------------------
	player.SetSyncedEntity( target )
	entity ref = e.ref
	if ( haveTargetSequence )
		thread Animate_PlayerLeechTarget( targetSequence, target, ref )

	waitthread FirstPersonSequence( playerSequence, player, null )
}


//Basically copy pasted from CreateMeleeScriptMoverBetweenEnts
entity function CreateLeechingScriptMoverBetweenEnts( entity attacker, entity target )
{
	vector endOrigin = target.GetOrigin()
	vector startOrigin = attacker.GetOrigin()
	vector refVec = endOrigin - startOrigin

	vector refAng = VectorToAngles( refVec )
	float pitch = refAng.x
	if ( pitch > 180 )
		pitch -= 360
	if ( fabs( pitch ) > 35 ) //If pitch is too much, use angles from target
		refAng = target.GetAngles()  // Leech does it from behind target, so use target's angles.

	vector refPos = endOrigin - refVec * 0.5

	entity ref = CreateOwnedScriptMover( attacker )
	ref.SetOrigin( refPos )
	ref.SetAngles( refAng )

	return ref
}

void function Animate_PlayerLeechTarget( FirstPersonSequenceStruct targetSequence, entity target, entity ref )
{
	ref.EndSignal( "OnDestroy" )
	target.EndSignal( "OnDestroy" )
	waitthread FirstPersonSequence( targetSequence, target, ref )
}

void function PlayerExitLeechingAnim( entity player, entity target, LeechActionInfo action, LeechData e )
{
	FirstPersonSequenceStruct playerSequence
	playerSequence.blendTime = 0.3
	playerSequence.attachment = "ref"
	playerSequence.teleport = false
	playerSequence.noParent = true
	playerSequence.playerPushable = true

	//--------------------------------------
	// Target animates only if he has anims
	//---------------------------------------
	bool hasTargetSequence = false
	FirstPersonSequenceStruct targetSequence
	if ( action.targetAnimation3pEnd != "" )
	{
		targetSequence = clone playerSequence
		hasTargetSequence = true
	}

	playerSequence.thirdPersonAnim = action.playerAnimation3pEnd
	playerSequence.firstPersonAnim = action.playerAnimation1pEnd
	playerSequence.snapPlayerFeetToEyes = false

	entity ref = e.ref

	if ( hasTargetSequence )
	{
		targetSequence.thirdPersonAnim = action.targetAnimation3pEnd
		thread FirstPersonSequence( targetSequence, target, ref )
	}
	waitthread FirstPersonSequence( playerSequence, player, null )

	//-------------------------------------------------------------
	// Detach from rodeo if applicable (drones, superspectres, etc)
	//-------------------------------------------------------------
	if ( Rodeo_IsAttached( player ) )
		player.Signal( "RodeoOver" )
}

bool function IsBeingLeeched( entity npc )
{
	return npc.ai.leechInProgress
}

void function PlaySound_DataKnife_Hack_Spectre_Pt1( entity playerFirstPersonProxy  )
{
	entity player = playerFirstPersonProxy.GetOwner()
	if ( !IsValid( player ) )
		return

	EmitSoundOnEntityOnlyToPlayer( player, player, "DataKnife_Hack_Spectre_Pt1" )

}

void function PlaySound_DataKnife_Hack_Spectre_Pt2( entity playerFirstPersonProxy  )
{
	entity player = playerFirstPersonProxy.GetOwner()
	if ( !IsValid( player ) )
		return

	EmitSoundOnEntityOnlyToPlayer( player, player, "DataKnife_Hack_Spectre_Pt2" )

}

void function PlaySound_DataKnife_Hack_Spectre_Pt3( entity playerFirstPersonProxy  )
{
	entity player = playerFirstPersonProxy.GetOwner()
	if ( !IsValid( player ) )
		return

	EmitSoundOnEntityOnlyToPlayer( player, player, "DataKnife_Hack_Spectre_Pt3" )

}

void function PlaySound_Spectre_Servo_Heavy_Short( entity playerFirstPersonProxy  )
{
	entity player = playerFirstPersonProxy.GetOwner()
	if ( !IsValid( player ) )
		return

	EmitSoundOnEntityOnlyToPlayer( player, player, "Spectre.Servo.Heavy.Short" )

}

void function PlaySound_DataKnife_Hack_Spectre_ArmorRattle( entity playerFirstPersonProxy  )
{
	entity player = playerFirstPersonProxy.GetOwner()
	if ( !IsValid( player ) )
		return

	EmitSoundOnEntityOnlyToPlayer( player, player, "DataKnife_Hack_Spectre_ArmorRattle" )

}