I preferred to make the weapon the owner of the rocket, then call 
GetOwnerEntity()->GetOwnerEntity() when I wanted the player. ;-) A bool 
is a nice, broad solution though.

Christopher Harris wrote:
> Also if the player is the owner to the rocket then it should never trace
> from any rocket traces against the owner. To get the owned entity to trace
> against its owner in our mod for some owned objects that we wanted to have
> the player trace against we had to add a baseentity bool that we checked
> when doing the trace logic that prevents this to ignore this check.
>
> Chris
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Tom Edwards
> Sent: Thursday, September 03, 2009 8:12 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Interpolation of projectiles
>
> AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
>
> Then perform whatever tests you want in Touch(). I have a short grace
> period after the rocket fires within which it doesn't explode on the
> player who fired it.
>
> Adam "amckern" McKern wrote:
>   
>> I got a rocket launcher based on the RPG class, if you spawn the rocket
>>     
> model within the p model it will explode in the p model - the best way to
> get around it is to mask the effect with a sprite, or something like spawing
> it behind the player - i found NO way to get a model based projectile to
> work any other way.
>   
>> Adam
>>
>> --------
>> Owner Nigredo Studios http://www.nigredostudios.com
>>
>> --- On Wed, 2/9/09, Tom Edwards <[email protected]> wrote:
>>
>>
>> From: Tom Edwards <[email protected]>
>> Subject: Re: [hlcoders] Interpolation of projectiles
>> To: "Discussion of Half-Life Programming"
>>     
> <[email protected]>
>   
>> Received: Wednesday, 2 September, 2009, 9:42 PM
>>
>>
>> It can't be exploited, it's just a rendering artefact on the client.
>>
>> I've been poking TF2 a little more and have spotted some oddities:
>>
>> * Rockets don't get a model, on the client, until a set period of time
>> has passed. Before this only the glow effect is visible. I think the
>> idea is to mask the spawn pause as the rocket flaring in the launcher
>> before it starts forward.
>> * Grenades and Huntsman arrows aren't interpolated. Instead they spawn
>> behind the player at a distance determined by interp time with
>> collisions disabled, so that they pass through the barrel at the correct
>> moment. This avoids the spawn pause but looks bizarre with high lerp.
>>
>> That Valve could only hack around the problem doesn't fill me with
>> confidence that there's a good solution to it.
>>
>> Nick wrote:
>>
>>     
>>> Can you offer video/pictures to demonstrate how this bug effects all
>>> valve games?
>>>
>>> Or any way for a player to replicate or exploit it? Thus you make it
>>> both easier and more likely valve will look into this problem and fix
>>> it.
>>>
>>> On Tue, Sep 1, 2009 at 2:02 AM, James Gray<[email protected]>
>>>       
> wrote:
>   
>>>       
>>>> One possibility is to override ShouldDraw() and enforce the
>>>> appropriate conditions.
>>>>
>>>>
>>>>
>>>> On Aug 30, 2009, at 9:05 AM, Tom Edwards <[email protected]>
>>>> wrote:
>>>>
>>>>
>>>>
>>>>         
>>>>> I want to bring up the issue of projectiles hanging in the air for a
>>>>> moment after spawning again. The last time it was discussed the
>>>>> solution
>>>>> given was to predict:
>>>>>
>>>>>
>>>>>           
> http://www.mail-archive.com/[email protected]/msg21121.html
>   
>>>>> This is a bad idea though, because it causes the projectile to
>>>>> materialise several feet in front of the firer on observers' computers
>>>>> (contrary to what Tony said at the time, TF2 does NOT predict
>>>>> rockets/grenades).
>>>>>
>>>>> The problem is that the projectile is spawned as soon as the client
>>>>> receives it, irrespective of interpolation, and then (correctly) does
>>>>> not start to move until interp catches up. You can change the length
>>>>> of
>>>>> the delay by increasing the interp period; decreasing host_timescale
>>>>> makes spotting the difference easier.
>>>>>
>>>>> I've run tests and discovered that /all/ of Valve's games are affected
>>>>> by this issue, including TF2. I've not compiled the SDK template game
>>>>> but I expect it also suffers.
>>>>>
>>>>> The solution is clear: prevent the projectile's clientside
>>>>> representation from spawning until the interpolated world is ready.
>>>>> Anyone know how to do that?
>>>>>
>>>>>
>>>>> _______________________________________________
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>>>>>
>>>>>
>>>>>
>>>>>           
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>>>>
>>>>
>>>>
>>>>         
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>>>
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