//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Spawn()
{
	if ( m_iType == TF_GL_MODE_REMOTE_DETONATE )
	{
		// Set this to max, so effectively they do not self-implode.
		SetModel( TF_WEAPON_PIPEBOMB_MODEL );
		SetDetonateTimerLength( FLT_MAX );
	}
	else
	{
		SetModel( TF_WEAPON_PIPEGRENADE_MODEL );
		SetDetonateTimerLength( TF_WEAPON_GRENADE_DETONATE_TIME );
		SetTouch( &CTFGrenadePipebombProjectile::PipebombTouch );
	}

	BaseClass::Spawn();

	m_bTouched = false;
	m_flCreationTime = gpGlobals->curtime;

	// We want to get touch functions called so we can damage enemy players
	AddSolidFlags( FSOLID_TRIGGER );

	m_flMinSleepTime = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeMirvProjectile::Spawn()
{
	SetModel( GRENADE_MODEL );
	SetDetonateTimerLength( TF_MIRV_TIMER );

	BaseClass::Spawn();

	// Players need to be able to hit it with their weapons.
	AddSolidFlags( FSOLID_TRIGGER );
}