void CMoveHelperClient::ProcessImpacts( void )
{
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return;

	// Relink in order to build absorigin and absmin/max to reflect any changes
	//  from prediction.  Relink will early out on SOLID_NOT

	// TODO: Touch triggers on the client
	//pPlayer->PhysicsTouchTriggers();

	// Don't bother if the player ain't solid
	if ( pPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
		return;

	// Save off the velocity, cause we need to temporarily reset it
	Vector vel = pPlayer->GetAbsVelocity();

	// Touch other objects that were intersected during the movement.
	for (int i = 0 ; i < m_TouchList.Size(); i++)
	{
		// Run the impact function as if we had run it during movement.
		C_BaseEntity *entity = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt->entindex() );
		if ( !entity )
			continue;

		Assert( entity != pPlayer );
		// Don't ever collide with self!!!!
		if ( entity == pPlayer )
			continue;

		// Reconstruct trace results.
		m_TouchList[i].trace.m_pEnt = entity;

		// Use the velocity we had when we collided, so boxes will move, etc.
		pPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity );

		entity->PhysicsImpact( pPlayer, m_TouchList[i].trace );
	}

	// Restore the velocity
	pPlayer->SetAbsVelocity( vel );

	// So no stuff is ever left over, sigh...
	ResetTouchList();
}
void CMoveHelperClient::ProcessImpacts( void )
{
	m_pHost->PhysicsTouchTriggers();

	// Don't bother if the player ain't solid
	if ( m_pHost->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
		return;

	// Save off the velocity, cause we need to temporarily reset it
	Vector vel = m_pHost->GetAbsVelocity();

	// Touch other objects that were intersected during the movement.
	for (int i = 0 ; i < m_TouchList.Count(); i++)
	{
		// Run the impact function as if we had run it during movement.
		C_BaseEntity *entity = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt->entindex() );
		if ( !entity )
			continue;

		Assert( entity != m_pHost );
		// Don't ever collide with self!!!!
		if ( entity == m_pHost )
			continue;

		// Reconstruct trace results.
		m_TouchList[i].trace.m_pEnt = entity;

		// Use the velocity we had when we collided, so boxes will move, etc.
		m_pHost->SetAbsVelocity( m_TouchList[i].deltavelocity );

		entity->PhysicsImpact( m_pHost, m_TouchList[i].trace );
	}

	// Restore the velocity
	m_pHost->SetAbsVelocity( vel );

	// So no stuff is ever left over, sigh...
	ResetTouchList();
}