private void handleFireProjectileMsg(NetworkMessage data)
    {
        FireProjectileMsg msg = data.ReadMessage <FireProjectileMsg>();
        ProjectileBase    obj = Instantiate(projectilePrefabs[msg.type], msg.objDetails.pos, Quaternion.identity).GetComponent <ProjectileBase>(); // Spawn real projectile on only server

        msg.objDetails.id = getNewProjectileID();                                                                                                  //Give the new projectile an ID, so we can locate and destroy it later
        spawnedProjectiles.Add(msg.objDetails.id, obj);
        obj.initProjectile(msg.objDetails, msg.projDetails);

        NetworkServer.SendToAll((short)CustomProtocol.FireProjectile, msg);
    }