Player.GetPos() Modifying

HOW can i make something call Player.GetPos() but also add 50 Y units to that?
My reason: i am working on a gamemode where players are almost never on the ground. i also have a homing missile weapon that trys to hit them using ply:GetPos(). but since ply:Getpos is actually aiming at where they are standing, and not them, it doesnt hit them. for when players are in the air, the ply.GetPos isnt actually ON the body, so it goes straight under them and then it turns around and does the same thing. i am trying to add 50 Y units to that so that it will hit their body and not the space under the player.

Here is my code:
taken from the actual missile init.lua
[lua]
/*------------------------------------------------------

Func: Entity:VisibleTarget( variable )

Desc: This is a custom function, thus it is not normally
available in the Glua functions. Basically what it
does is create a tracer from our entity to another
entity and sees if it is visible by checking if it
actually hits the entity ( target ).

------------------------------------------------------*/
function ENT:VisibleTarget( enemy )

--If its not valid then its no good
if ( !ValidEntity( enemy ) ) then
	return false
end

-- Creating a tracer table
local BulletSensor = {}
BulletSensor.start = self.Entity:GetPos()
BulletSensor.endpos = enemy:GetPos()
BulletSensor.filter = { self.Entity.Entity }

-- Return the trace line of our tracer created to the selected enemy
return ( util.TraceLine( BulletSensor ).Entity == enemy )

end

/*------------------------------------------------------

Func: Entity:Think()

Desc: This is the part where our entity gets to think
for itself. In this part, the entity will try to
see which target is the closest and will actually
go towards it as it is intended to do.

------------------------------------------------------*/
function ENT:Think()

-- If it touches the water it will explode
if ( self.Entity:WaterLevel() > 0 ) then
	self.Entity:CreateImpact()
	
	-- Water Explosion effect
	local effectdata = EffectData()
	effectdata:SetStart( self.Entity:GetPos() )
	effectdata:SetOrigin( self.Entity:GetPos() )
	effectdata:SetScale( 1 )
	util.Effect( "gunshotsplash", effectdata )	
end

-- If our Enemy is not Valid, then Enemy is nil, and distance is reset
if ( !ValidEntity( Enemy ) || Enemy == self.Entity:GetOwner() ) then
	Enemy = nil
	NilDistance = math.huge
end

-- Getting all of the entities on the Map
for k,v in pairs( ents.GetAll() ) do

	-- If the entity found is an NPC or a Player its good to continue
	if ( v:IsPlayer() || v:IsNPC() ) then
	
		-- If the Player in question is us, then its not a good enemy
		if !( v == self.Entity:GetOwner() ) then
		
		-- Just getting the distance between us and the enemy
		local EnemyDistance = self.Entity:GetPos():Distance( v:GetPos() )
			
			-- If an enemy is closer than the other, we target him
			if ( EnemyDistance < NilDistance ) then
				NilDistance = EnemyDistance
				Enemy = v
			end
		end
	end
end

[/lua]

i added in comments to help you see what function usually does what.

Extra help if you can:
1-Dont Target Players on the Same Team function
2-Set The “enemy” to nobody if the player is dead.(only homes in on one player currently)

Thanks for the help!

ply:GetPos()+Vector(0, 0, 50)

isnt the third depth? i thought it went X,Y,Z with Z being depth

Z is depth in 2D.

This is 3D so Z is height.