LTBOOL CProjectile::TestInsideObject(HOBJECT hTestObj, AmmoType eAmmoType)
{
    if (!hTestObj) return LTFALSE;

	// TO DO???
	// NOTE:  This code may need to be updated to use test the dims
	// of the CharacterHitBox instead of the dims of the object...
	// TO DO???

	// See if we are inside the test object...

    LTVector vTestPos, vTestDims;
    g_pLTServer->GetObjectPos(hTestObj, &vTestPos);
    g_pLTServer->GetObjectDims(hTestObj, &vTestDims);

	if (m_vFirePos.x < vTestPos.x - vTestDims.x ||
		m_vFirePos.x > vTestPos.x + vTestDims.x ||
		m_vFirePos.y < vTestPos.y - vTestDims.y ||
		m_vFirePos.y > vTestPos.y + vTestDims.y ||
		m_vFirePos.z < vTestPos.z - vTestDims.z ||
		m_vFirePos.z > vTestPos.z + vTestDims.z)
	{
        return LTFALSE;
	}


	// We're inside the object, so we automatically hit the object...

	if (eAmmoType == PROJECTILE)
	{
		Detonate(hTestObj);
	}
	else
	{
		if (eAmmoType == VECTOR)
		{
			if (IsCharacter(hTestObj))
			{
                CCharacter *pChar = (CCharacter*) g_pLTServer->HandleToObject(hTestObj);
                if (!pChar) return LTFALSE;

				ModelNode eModelNode = g_pModelButeMgr->GetSkeletonDefaultHitNode(pChar->GetModelSkeleton());

				pChar->SetModelNodeLastHit(eModelNode);

				m_fInstDamage *= pChar->ComputeDamageModifier(eModelNode);
			}

			ImpactDamageObject(m_hFiredFrom, hTestObj);
		}

        LTVector vNormal(0, 1, 0);
		AddImpact(hTestObj, m_vFlashPos, vTestPos, vNormal, GetSurfaceType(hTestObj));
	}

	RemoveObject();

    return LTTRUE;
}
void CProjectile::ImpactDamageObject(HOBJECT hDamager, HOBJECT hObj)
{
	DamageStruct damage;

	damage.hDamager = hDamager;
	damage.vDir		= m_vDir;

	// Do Instant damage...

	if (m_fInstDamage > 0.0f)
	{
		damage.eType	= m_eInstDamageType;
		damage.fDamage	= m_fInstDamage;

		damage.DoDamage(this, hObj);
	}

	// Do Progressive damage...(if the progressive damage is supposed to
	// happen over time, it will be done in the explosion object)....

	if (m_fProgDamage > 0.0f && m_pAmmoData->fProgDamageLifetime <= 0.0f)
	{
		damage.eType	 = m_eProgDamageType;
		damage.fDamage	 = m_fProgDamage;
		damage.fDuration = m_pAmmoData->fProgDamageDuration;

		damage.DoDamage(this, hObj);
	}



	// Update player summary info...

	CPlayerObj* pPlayer;
	if (IsPlayer(hDamager) && IsCharacter(hObj) && IsAccuracyType(m_eInstDamageType))
	{
        CCharacter* pChar = (CCharacter*) g_pLTServer->HandleToObject(hObj);
        pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(hDamager);
		if (pPlayer)
		{
			ModelNode eModelNode = pChar->GetModelNodeLastHit();

			if (eModelNode != eModelNodeInvalid)
			{
				HitLocation eLoc = g_pModelButeMgr->GetSkeletonNodeLocation(pChar->GetModelSkeleton(),eModelNode);
				pPlayer->GetPlayerSummaryMgr()->IncNumHits(eLoc);
			}
			else
			{
				pPlayer->GetPlayerSummaryMgr()->IncNumHits(HL_UNKNOWN);
			}
		}
	}

	if (IsPlayer(hObj))
	{
        pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(hObj);
		if (pPlayer)
		{
			pPlayer->GetPlayerSummaryMgr()->IncNumTimesHit();
		}
	}
}