//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#ifndef WEAPON_PHYSCANNON_H
#define WEAPON_PHYSCANNON_H
#ifdef _WIN32
#pragma once
#endif

class CGrabController;

//-----------------------------------------------------------------------------
// Do we have the super-phys gun?
//-----------------------------------------------------------------------------
bool PlayerHasMegaPhysCannon();

// force the physcannon to drop an object (if carried)
void PhysCannonForceDrop( CBaseCombatWeapon *pActiveWeapon, CBaseEntity *pOnlyIfHoldingThis );
void PhysCannonBeginUpgrade( CBaseAnimating *pAnim );

bool PlayerPickupControllerIsHoldingEntity( CBaseEntity *pPickupController, CBaseEntity *pHeldEntity );
void ShutdownPickupController( CBaseEntity *pPickupControllerEntity );
float PlayerPickupGetHeldObjectMass( CBaseEntity *pPickupControllerEntity, IPhysicsObject *pHeldObject );
float PhysCannonGetHeldObjectMass( CBaseCombatWeapon *pActiveWeapon, IPhysicsObject *pHeldObject );

CBaseEntity *PhysCannonGetHeldEntity( CBaseCombatWeapon *pActiveWeapon );
CBaseEntity *GetPlayerHeldEntity( CBasePlayer *pPlayer );
CBasePlayer *GetPlayerHoldingEntity( CBaseEntity *pEntity );

CGrabController *GetGrabControllerForPlayer( CBasePlayer *pPlayer );
CGrabController *GetGrabControllerForPhysCannon( CBaseCombatWeapon *pActiveWeapon );
void GetSavedParamsForCarriedPhysObject( CGrabController *pGrabController, IPhysicsObject *pObject, float *pSavedMassOut, float *pSavedRotationalDampingOut );
void UpdateGrabControllerTargetPosition( CBasePlayer *pPlayer, Vector *vPosition, QAngle *qAngles );
bool PhysCannonAccountableForObject( CBaseCombatWeapon *pPhysCannon, CBaseEntity *pObject );

void GrabController_SetPortalPenetratingEntity( CGrabController *pController, CBaseEntity *pPenetrated );

#endif // WEAPON_PHYSCANNON_H