void ProjectileManager::createProjectile(PlayerShip* player, int type)
{	
	int currentTime = objManager->mary->currentTime;
	int timeElapsed = currentTime - player->lastFired; 
	
	//fire rate should be dependent on weapon type
	int fireRate		 = 80;

	//we can create projectile
	if( timeElapsed > fireRate && player->maxProjPerPlayer > player->currentNumProj)
	{		
		Projectile* proj = objManager->createProjectile();
				
		if (proj != NULL)
		{			
			SharedInfoProjectile* sharedInfo = (SharedInfoProjectile*)proj->sharedInfo;

			//increase proj number
			player->currentNumProj++;

			//look at type and init correct projectile
			proj->damageAmt = 5;			

			//set flag to just created
			((SharedInfoProjectile*)proj->sharedInfo)->projFlag |= (char)1; 
			sharedInfo->shipID = player->index;
			sharedInfo->type = 0;

			//set proj parameters for movement
			proj->initRotXY(player->getRotXY());
			proj->direction.x	= player->fireDirection.x;
			proj->direction.y	= player->fireDirection.y;		
			proj->createTime	= currentTime;					
		}
		else
		{
			cerr<<"Couldn't create Projectile."<<endl;
		}

		player->lastFired = currentTime;
	}

	//reset player fire rate
	player->fireDirection.x = 0;
	player->fireDirection.y = 0;	
}