// 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; }