//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGrenadeRocket::MissileTouch( CBaseEntity *pOther )
{
	Assert( pOther );
	if ( !pOther->IsSolid() )
		return;

	Vector vecAbsOrigin = GetAbsOrigin();
	CPASFilter filter( vecAbsOrigin );
	te->Explosion( filter, 0.0,	&vecAbsOrigin, g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NONE, 100, m_flDamage );

	StopSound( "GrenadeRocket.FlyLoop" );

	// Don't apply explosive damage if it hit a shield of any kind...
	bool bHittingShield = false;
	if (pOther->GetCollisionGroup() == TFCOLLISION_GROUP_SHIELD)
	{
		bHittingShield = true;
	}
	else if ( pOther->IsPlayer() )
	{
		CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>(pOther);

		trace_t tr;
		float flDamage = m_flDamage;
		bHittingShield = pPlayer->IsHittingShield( GetAbsVelocity(), &flDamage );
	}

	if (!bHittingShield)
	{
		RadiusDamage( CTakeDamageInfo( this, m_pRealOwner, m_flDamage, DMG_BLAST ), vecAbsOrigin, 100, CLASS_NONE );
	}

	UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//			tr - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePlasmaProjectile::ProjectileHitShield( CBaseEntity *pOther, trace_t& tr )
{
	if ( !pOther )
		return false;

	if ( !pOther->IsPlayer() )
		return false;
#if !defined( CLIENT_DLL )
	CBaseTFPlayer* pPlayer = static_cast<CBaseTFPlayer*>(pOther);
	float flDamage = GetDamage();
	if ( !pPlayer->IsHittingShield( GetAbsVelocity(), &flDamage ) )
		return false;
#else
	return false;
#endif

	return true;
}