//----------------------------------------------------------------------------- // Purpose: Create a missile //----------------------------------------------------------------------------- CBasePlasmaProjectile *CBasePlasmaProjectile::Create( const Vector &vecOrigin, const Vector &vecForward, int damageType, CBaseEntity *pOwner = NULL ) { CBasePlasmaProjectile *pMissile = (CBasePlasmaProjectile*)CreateEntityByName("base_plasmaprojectile"); pMissile->SetupProjectile( vecOrigin, vecForward, damageType, pOwner ); return pMissile; }
CBasePlasmaProjectile *CBasePlasmaProjectile::CreatePredicted( const Vector &vecOrigin, const Vector &vecForward, const Vector& gunOffset, int damageType, CBasePlayer *pOwner ) { CBasePlasmaProjectile *pMissile = (CBasePlasmaProjectile*)CREATE_PREDICTED_ENTITY("base_plasmaprojectile"); if ( pMissile ) { pMissile->SetOwnerEntity( pOwner ); pMissile->SetPlayerSimulated( pOwner ); pMissile->SetupProjectile( vecOrigin, vecForward, damageType, pOwner ); pMissile->m_vecGunOriginOffset = gunOffset; } return pMissile; }