// Make sure we aren't going to throw the grenade INTO something!
void CGEWeaponRocketLauncher::CheckLaunchPosition( const Vector &vecEye, Vector &vecSrc )
{
	CBaseCombatCharacter *pOwner = GetOwner();
	if ( !pOwner )
		return;

	trace_t tr;
	UTIL_TraceHull( vecEye, vecSrc, -Vector(6,6,6), Vector(6,6,6), pOwner->PhysicsSolidMaskForEntity(), pOwner, pOwner->GetCollisionGroup(), &tr );
	
	if ( tr.DidHit() )
		vecSrc = tr.endpos;
}