//=============================================================================================================== // 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; }