void CProjectile::HandleTouch(HOBJECT hObj)
{
	if (m_bObjectRemoved) return;

	// Don't process any touches until this has been cleared...

	if (m_bProcessInvImpact) return;

	 // Let it get out of our bounding box...

	if (hObj == m_hFiredFrom) return;

	CCharacterHitBox* pHitBox = LTNULL;

	// If we've hit a character (or body), let its hit box take control...

	if (IsCharacter(hObj))
	{
       CCharacter* pChar = (CCharacter*)g_pLTServer->HandleToObject(hObj);
		if (pChar)
		{
			hObj = pChar->GetHitBox();
		}
	}
	else if (IsBody(hObj))
	{
	    Body* pBody = (Body*)g_pLTServer->HandleToObject(hObj);
		if (pBody)
		{
			hObj = pBody->GetHitBox();
		}
	}


	if (IsCharacterHitBox(hObj))
	{
        pHitBox = (CCharacterHitBox*)g_pLTServer->HandleToObject(hObj);
		if (!pHitBox) return;

		if (pHitBox->GetModelObject() == m_hFiredFrom) return;
	}


	// Don't hit our own type of projectiles (for multi-projectile weapons
	// and projectiles that stick to objects)...

	if (IsKindOf(hObj, m_hObject))
	{
        CProjectile* pObj = (CProjectile*)g_pLTServer->HandleToObject(hObj);
		if (pObj)
		{
			if (pObj->GetFiredFrom() == m_hFiredFrom)
			{
				return;
			}
		}
	}



	// See if we want to impact on this object...

    uint32 dwUsrFlags = g_pLTServer->GetObjectUserFlags(hObj);
	if (dwUsrFlags & USRFLG_IGNORE_PROJECTILES) return;

    LTBOOL bIsWorld = IsMainWorld(hObj);


	// Don't impact on non-solid objects...unless it is a CharacterHitBox
	// object...

    uint32 dwFlags = g_pLTServer->GetObjectFlags(hObj);
	if (!bIsWorld && !(dwFlags & FLAG_SOLID))
	{
		if (pHitBox)
		{
			// See if we really impacted on the box...

			if (pHitBox->DidProjectileImpact(this))
			{
				// This is the object that we really hit...

				hObj = pHitBox->GetModelObject();
			}
			else
			{
				return;
			}
		}
		else if (!(dwFlags & FLAG_RAYHIT))
		{
			// If we have ray hit set to true, projectiles should
			// impact on us too...

			return;
		}
	}


	// See if we hit the sky...

	if (bIsWorld || (OT_WORLDMODEL == g_pLTServer->GetObjectType(hObj)))
	{
		CollisionInfo info;
        g_pLTServer->GetLastCollision(&info);

		SurfaceType eType = GetSurfaceType(info);

		if (eType == ST_SKY)
		{
			RemoveObject();
			return;
		}
		else if (eType == ST_INVISIBLE)
		{
			// Update 1.002 [KLS] - If multiplayer and we hit an invisible
			// surface, just treat it like a normal surface...
			if (!IsMultiplayerGame())
			{
				m_bProcessInvImpact = LTTRUE;

				g_pLTServer->GetObjectPos(m_hObject, &m_vInvisNewPos);
				g_pLTServer->GetVelocity(m_hObject, &m_vInvisVel);
				m_vInvisNewPos += (m_vInvisVel * g_pLTServer->GetFrameTime());

				// Make sure this new position is inside the world...else
				// just blow up...

				if (LT_INSIDE == g_pLTServer->Common()->GetPointStatus(&m_vInvisNewPos))
				{
					return;
				}
			}
		}
	}


	HandleImpact(hObj);
}
void CAIActionReactToDanger::ActivateAction( CAI* pAI, CAIWorldState& wsWorldStateGoal )
{
	super::ActivateAction( pAI, wsWorldStateGoal );

	// Bail if we are not aware of danger.

	CAIWMFact factQuery;
	factQuery.SetFactType( kFact_Danger );
	CAIWMFact* pFact = pAI->GetAIWorkingMemory()->FindWMFact( factQuery );
	if( !pFact )
	{
		return;
	}

	// Set animate state.

	pAI->SetState( kState_Animate );

	// Set flinch animation.

	CAnimationProps	animProps;
	animProps.Set( kAPG_Posture, kAP_POS_Crouch );
	animProps.Set( kAPG_Weapon, pAI->GetAIBlackBoard()->GetBBPrimaryWeaponProp() );
	animProps.Set( kAPG_WeaponPosition, kAP_WPOS_Up );
	animProps.Set( kAPG_Activity, kAP_ATVT_Distress );
	animProps.Set( kAPG_Action, kAP_ACT_Idle );

	CAIStateAnimate* pStateAnimate = (CAIStateAnimate*)( pAI->GetState() );
	pStateAnimate->SetAnimation( animProps, !LOOP );

	// Do NOT play a threat sound if threatened by a Turret.
	// Instead, allow turret targeting to play something appropriate.

	if( IsPlayer( pFact->GetSourceObject() ) )
	{
		CPlayerObj* pPlayer = (CPlayerObj*)g_pLTServer->HandleToObject( pFact->GetSourceObject() );
		if( pPlayer && pPlayer->GetTurret() )
		{
			return;
		}
	}

	// Play threat sound.

	// "Fire!"

	if( IsAINode( pFact->GetSourceObject() ) )
	{
		EnumAISoundType eAISound = kAIS_Danger;
		AINode* pNode = (AINode*)g_pLTServer->HandleToObject( pFact->GetSourceObject() );
		if( pNode && pNode->GetType() == kNode_Stimulus )
		{
			AINodeStimulus* pNodeStim = (AINodeStimulus*)pNode;
			if( pNodeStim )
			{
				eAISound = pNodeStim->GetAISoundType();
			}
		}
		g_pAISoundMgr->RequestAISound( pAI->m_hObject, eAISound, kAISndCat_Event, NULL, 0.f );
	}

	// "Watch out grenade!"
	// "Shit!"

	else if( IsKindOf( pFact->GetSourceObject(), "CProjectile" ) )
	{
		// Don't say anything if ally threw grenade.

		CProjectile* pProjectile = (CProjectile*)g_pLTServer->HandleToObject( pFact->GetSourceObject() );
		if( pProjectile && IsCharacter( pProjectile->GetFiredFrom() ) )
		{
			CCharacter *pChar = (CCharacter*)g_pLTServer->HandleToObject( pProjectile->GetFiredFrom() );
			if( pChar && kCharStance_Like != g_pCharacterDB->GetStance( pAI->GetAlignment(), pChar->GetAlignment() ) )
			{
				ENUM_AI_SQUAD_ID eSquad = g_pAICoordinator->GetSquadID( pAI->m_hObject );
				CAISquad* pSquad = g_pAICoordinator->FindSquad( eSquad );
				if( pSquad && pSquad->GetNumSquadMembers() > 1 )
				{
					g_pAISoundMgr->RequestAISound( pAI->m_hObject, kAIS_GrenadeThreat, kAISndCat_Event, NULL, 0.f );
				}
				else {
					g_pAISoundMgr->RequestAISound( pAI->m_hObject, kAIS_GrenadeThreatAlone, kAISndCat_Event, NULL, 0.f );
				}
			}
		}
	}

	// "Shit"

	else 
	{
		g_pAISoundMgr->RequestAISound( pAI->m_hObject, kAIS_GrenadeThreatAlone, kAISndCat_Event, NULL, 0.f );
	}



	// Search for the source of the danger.

	LTVector vDangerPos = pFact->GetPos();
	SearchForDangerOrigin( pAI, vDangerPos );
}