//===============================================================================================================
// Power Projectile
//===============================================================================================================
//-----------------------------------------------------------------------------
// Purpose: Create a power projectile
//-----------------------------------------------------------------------------
CPowerPlasmaProjectile *CPowerPlasmaProjectile::Create( const Vector &vecOrigin, const Vector &vecForward, int damageType, CBaseEntity *pOwner = NULL )
{
	CPowerPlasmaProjectile *pMissile = (CPowerPlasmaProjectile*)CreateEntityByName("powerplasmaprojectile");
	pMissile->SetupProjectile( vecOrigin, vecForward, damageType, pOwner );
	pMissile->SetPower( 1.0 );

	return pMissile;
}
CPowerPlasmaProjectile *CPowerPlasmaProjectile::CreatePredicted( const Vector &vecOrigin, const Vector &vecForward, const Vector& gunOffset, int damageType, CBasePlayer *pOwner )
{
	CPowerPlasmaProjectile *pMissile = (CPowerPlasmaProjectile*)CREATE_PREDICTED_ENTITY("powerplasmaprojectile");
	if ( pMissile )
	{
		pMissile->SetOwnerEntity( pOwner );
		pMissile->SetPlayerSimulated( pOwner );
		pMissile->SetupProjectile( vecOrigin, vecForward, damageType, pOwner );
		pMissile->SetPower( 1.0 );
		pMissile->m_vecGunOriginOffset = gunOffset;
	}

	return pMissile;
}