-- "gamemodes\\base\\gamemode\\obj_player_extend.lua"
-- Retrieved by https://github.com/lewisclark/glua-steal

local meta = FindMetaTable( "Player" )
if ( !meta ) then return end

-- In this file we're adding functions to the player meta table.
-- This means you'll be able to call functions here straight from the player object
-- You can even override already existing functions.

--[[---------------------------------------------------------
   Name: AddFrozenPhysicsObject
   Desc: For the Physgun, adds a frozen object to the player's list
-----------------------------------------------------------]]
function meta:AddFrozenPhysicsObject( ent, phys )

	-- Get the player's table
	local tab = self:GetTable()

	-- Make sure the physics objects table exists
	tab.FrozenPhysicsObjects = tab.FrozenPhysicsObjects or {}

	-- Make a new table that contains the info
	local entry = {}
	entry.ent	= ent
	entry.phys	= phys

	table.insert( tab.FrozenPhysicsObjects, entry )

	gamemode.Call( "PlayerFrozeObject", self, ent, phys )

end

local function PlayerUnfreezeObject( ply, ent, object )

	-- Not frozen!
	if ( object:IsMoveable() ) then return 0 end

	-- Unfreezable means it can't be frozen or unfrozen.
	-- This prevents the player unfreezing the gmod_anchor entity.
	if ( ent:GetUnFreezable() ) then return 0 end

	-- NOTE: IF YOU'RE MAKING SOME KIND OF PROP PROTECTOR THEN HOOK "CanPlayerUnfreeze"
	if ( !gamemode.Call( "CanPlayerUnfreeze", ply, ent, object ) ) then return 0 end

	object:EnableMotion( true )
	object:Wake()

	gamemode.Call( "PlayerUnfrozeObject", ply, ent, object )

	return 1

end

--[[---------------------------------------------------------
   Name: UnfreezePhysicsObjects
   Desc: For the Physgun, unfreezes all frozen physics objects
-----------------------------------------------------------]]
function meta:PhysgunUnfreeze()

	-- Get the player's table
	local tab = self:GetTable()
	if ( !tab.FrozenPhysicsObjects ) then return 0 end

	-- Detect double click. Unfreeze all objects on double click.
	if ( tab.LastPhysUnfreeze && CurTime() - tab.LastPhysUnfreeze < 0.25 ) then
		return self:UnfreezePhysicsObjects()
	end

	local tr = self:GetEyeTrace()
	if ( tr.HitNonWorld && IsValid( tr.Entity ) ) then

		local Ents = constraint.GetAllConstrainedEntities( tr.Entity )
		local UnfrozenObjects = 0

		for k, ent in pairs( Ents ) do

			local objects = ent:GetPhysicsObjectCount()

			for i = 1, objects do

				local physobject = ent:GetPhysicsObjectNum( i - 1 )
				UnfrozenObjects = UnfrozenObjects + PlayerUnfreezeObject( self, ent, physobject )

			end

		end



		return UnfrozenObjects

	end

	tab.LastPhysUnfreeze = CurTime()
	return 0

end

--[[---------------------------------------------------------
   Name:	UnfreezePhysicsObjects
   Desc:	For the Physgun, unfreezes all frozen physics objects
-----------------------------------------------------------]]
function meta:UnfreezePhysicsObjects()

	-- Get the player's table
	local tab = self:GetTable()

	-- If the table doesn't exist then quit here
	if ( !tab.FrozenPhysicsObjects ) then return 0 end

	local Count = 0

	-- Loop through each table in our table
	for k, v in pairs( tab.FrozenPhysicsObjects ) do

		-- Make sure the entity to which the physics object
		-- is attached is still valid (still exists)
		if ( isentity( v.ent ) && IsValid( v.ent ) ) then

			-- We can't directly test to see if EnableMotion is false right now
			-- but IsMovable seems to do the job just fine.
			-- We only test so the count isn't wrong
			if ( IsValid( v.phys ) && !v.phys:IsMoveable() ) then

				-- We need to freeze/unfreeze all physobj's in jeeps to stop it spazzing
				if ( v.ent:GetClass() == "prop_vehicle_jeep" ) then

					-- How many physics objects we have
					local objects = v.ent:GetPhysicsObjectCount()

					-- Loop through each one
					for i = 0, objects - 1 do

						local physobject = v.ent:GetPhysicsObjectNum( i )
						PlayerUnfreezeObject( self, v.ent, physobject )

					end

				end

				Count = Count + PlayerUnfreezeObject( self, v.ent, v.phys )

			end

		end

	end

	-- Remove the table
	tab.FrozenPhysicsObjects = nil

	return Count

end

local g_UniqueIDTable = {}

--[[---------------------------------------------------------
	This table will persist between client deaths and reconnects
-----------------------------------------------------------]]
function meta:UniqueIDTable( key )

	local id = 0
	if ( SERVER ) then id = self:UniqueID() end

	g_UniqueIDTable[ id ] = g_UniqueIDTable[ id ] or {}
	g_UniqueIDTable[ id ][ key ] = g_UniqueIDTable[ id ][ key ] or {}

	return g_UniqueIDTable[ id ][ key ]

end

--[[---------------------------------------------------------
	Player Eye Trace
-----------------------------------------------------------]]
function meta:GetEyeTrace()
	if ( CLIENT ) then
		local framenum = FrameNumber()

		-- Cache the trace results for the current frame, unless we're serverside
		-- in which case it wouldn't play well with lag compensation at all
		if ( self.LastPlayerTrace == framenum ) then
			return self.PlayerTrace
		end

		self.LastPlayerTrace = framenum
	end

	local tr = util.TraceLine( util.GetPlayerTrace( self ) )
	self.PlayerTrace = tr

	return tr
end

--[[---------------------------------------------------------
	GetEyeTraceIgnoreCursor
	Like GetEyeTrace but doesn't use the cursor aim vector..
-----------------------------------------------------------]]
function meta:GetEyeTraceNoCursor()
	if ( CLIENT ) then
		local framenum = FrameNumber()

		if ( self.LastPlayerAimTrace == framenum ) then
			return self.PlayerAimTrace
		end

		self.LastPlayerAimTrace = framenum
	end

	local tr = util.TraceLine( util.GetPlayerTrace( self, self:EyeAngles():Forward() ) )
	self.PlayerAimTrace = tr

	return tr
end
