//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::Detonate()
{
    if ( ShouldNotDetonate() )
    {
        RemoveGrenade();
        return;
    }

    StartEmittingNails();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvProjectile::Detonate()
{
	if ( ShouldNotDetonate() )
	{
		RemoveGrenade();
		return;
	}

	BaseClass::Detonate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Detonate()
{
	if ( ShouldNotDetonate() )
	{
		RemoveGrenade();
		return;
	}

	if ( m_bFizzle )
	{
		g_pEffects->Sparks( GetAbsOrigin() );
		RemoveGrenade();
		return;
	}

	BaseClass::Detonate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeEmpProjectile::Detonate()
{
	if ( ShouldNotDetonate() )
	{
		RemoveGrenade();
		return;
	}

	// Explosion effect on client
	// SendDispatchEffect();

	float flRadius = 180;
	float flDamage = 1;

	if ( tf_grenade_show_radius.GetBool() )
	{
		DrawRadius( flRadius );
	}

	// Apply some amount of EMP damage to every entity in the radius. They will calculate 
	// their own damage based on how much ammo they have or some other wacky calculation.

	CTakeDamageInfo info( this, GetThrower(), vec3_origin, GetAbsOrigin(), flDamage, /* DMG_EMP |*/ DMG_PREVENT_PHYSICS_FORCE );

	CBaseEntity *pEntityList[100];
	int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, 0 );
	int iEntity;
	for ( iEntity = 0; iEntity < nEntityCount; ++iEntity )
	{
		CBaseEntity *pEntity = pEntityList[iEntity];

		if ( pEntity == this )
			continue;

		if ( pEntity && pEntity->IsPlayer() )
			continue;

		if ( pEntity && ( pEntity->m_takedamage == DAMAGE_YES || pEntity->m_takedamage == DAMAGE_EVENTS_ONLY ) )
		{
			pEntity->TakeDamage( info );

			//if ( pEntity->IsPlayer() /* || is ammo box || is enemy object */ )
			{
				CBeam *pBeam = CBeam::BeamCreate( "sprites/physcannon_bluelight1b.vmt", 3.0 );
				if ( !pBeam )
					return;

				pBeam->PointsInit( GetAbsOrigin(), pEntity->WorldSpaceCenter() );

				pBeam->SetColor( 255, 255, 255 );
				pBeam->SetBrightness( 128 );
				pBeam->SetNoise( 12.0f );
				pBeam->SetEndWidth( 3.0f );
				pBeam->SetWidth( 3.0f );
				pBeam->LiveForTime( 0.5f );	// Fail-safe
				pBeam->SetFrameRate( 25.0f );
				pBeam->SetFrame( random->RandomInt( 0, 2 ) );
			}
		}
	}

	DispatchParticleEffect( "emp_shockwave", GetAbsOrigin(), vec3_angle );

	UTIL_Remove( this );

#if 0
	// Tell the bots an HE grenade has exploded
	CTFPlayer *pPlayer = ToTFPlayer( GetThrower() );
	if ( pPlayer )
	{
		KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" );
		pEvent->SetInt( "userid", pPlayer->GetUserID() );
		gameeventmanager->FireEventServerOnly( pEvent );
	}
#endif
}