//-----------------------------------------------------------------------------
// 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;
}