//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenadeProj::Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir )
{
	IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
	if ( pPhysicsObject )
	{
		Vector vecOldVelocity, vecVelocity;

		pPhysicsObject->GetVelocity( &vecOldVelocity, NULL );

		float flVel = vecOldVelocity.Length();

		vecVelocity = vecDir;
		vecVelocity *= flVel;
		AngularImpulse angVelocity( ( 600, random->RandomInt( -1200, 1200 ), 0 ) );

		// Now change grenade's direction.
		pPhysicsObject->SetVelocityInstantaneous( &vecVelocity, &angVelocity );
	}

	CBaseCombatCharacter *pBCC = pDeflectedBy->MyCombatCharacterPointer();

	IncremenentDeflected();
	m_hDeflectOwner = pDeflectedBy;
	SetThrower( pBCC );
	ChangeTeam( pDeflectedBy->GetTeamNumber() );
	if ( !TFGameRules()->IsDeathmatch() )
		m_nSkin = pDeflectedBy->GetTeamNumber() - 2;
	// TODO: Live TF2 adds white trail to reflected pipes and stickies. We need one as well.
}
void CGETKnife::SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity )
{
	IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
	if ( pPhysicsObject )
	{
		pPhysicsObject->SetVelocityInstantaneous( &velocity, &angVelocity );
	}
}