
AddCSLuaFile()

drive.Register( "drive_base", 
{
	--
	-- You should override these :) 
	-- see drive_noclip.lua for help
	-- 
	Init = function( self, cmd )						end,
	SetupControls = function( self, cmd )				end,
	StartMove =  function( self, mv, cmd )				end,
	Move = function( self, mv )							end,
	FinishMove =  function( self, mv )					end,
	CalcView =  function( self, view )					end,


	--
	-- Utility methods
	--

	
	--
	-- Call this in your drive method at 
	-- any point to stop driving.
	--
	Stop = function( self )
		self.StopDriving = true	
	end,

	--
	-- A generic thirdperson view
	--
	-- > view			- the view passed into CalcView
	-- > dist			- the ideal distance from the center
	-- > hullsize		- the size of the hull to trace so we don't go through walls (0 for no trace)
	-- > entityfilter	- usually the self.Entity - so our trace doesn't hit the entity in question
	--
	CalcView_ThirdPerson = function( self, view, dist, hullsize, entityfilter )

		--
		-- > Get the current position (teh center of teh entity)
		-- > Move the view backwards the size of the entity
		--
		local neworigin = view.origin - self.Player:EyeAngles():Forward() * dist


		if ( hullsize && hullsize > 0 ) then

			--
			-- > Trace a hull (cube) from the old eye position to the new
			--
			local tr = util.TraceHull( {
											start	= view.origin,
											endpos	= neworigin,
											mins	= Vector( hullsize, hullsize, hullsize ) * -1,
											maxs	= Vector( hullsize, hullsize, hullsize ),
											filter	= entityfilter
										})
			--
			-- > If we hit something then stop there
			--		[ stops the camera going through walls ]
			--							
			if ( tr.Hit ) then
				neworigin = tr.HitPos
			end

		end

		--
		-- Set our calculated origin
		--
		view.origin		= neworigin

		--
		-- Set the angles to our view angles (not the entities eye angles)
		--
		view.angles		= self.Player:EyeAngles()

	end

});