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I'd like to apologize in advance if this has already been discussed previously, 
but I can't seem to find any relevant topics.

I'm currently implementing several missile-based weapons such as a quake style 
rocket launcher. Right now I've just modified the existing
weapon_rpg code to shoot a rocket in a straight line instead of the 
laser-guided one from HL2DM. It's all working fine except one thing: when the 
missile
entity is created in front of the rocket launcher in 1st person view (havent 
checked how it looks from 3rd person yet) there seems to be a very slight delay
between the time the missile is spawned and the moment it starts flying at its 
intended velocity, as if one simulation tick was elapsing with the rocket 
having a null velocity.

This is quite annoying as it really makes the weapon feel wierd and unnatural. 
My guess is this has something to do with prediction and how the missile entity 
is interpolated
on the client side, but Im not quite sure yet how to handle this properly. I've 
tried a few approaches like using CBaseEntity::CreatePredictedEntity to create 
the rocket on both the server and client "at the same time" but it still doesnt 
fix the glitch. Maybe it's the good approach and I forgot to set some flags or 
data tables...

The rocket launcher of the soldier in TF2 doesnt seem to suffer from this 
effect, nor do the grenade launcher of the Demoman, so I supposed they fixed 
the problem. I'd like to achieve the same result. Does any have any suggestions 
and/or code snippets that could help me out?

Thanks in advance.
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