//check if something was hit
 public void Check4Hit()
 {
     //check if the player has hit something
     if (isplayer)
     {
         PlayerCombat_P2 playerCombat = transform.parent.GetComponent <PlayerCombat_P2>();
         if (playerCombat != null)
         {
             playerCombat.CheckForHit();
         }
         else
         {
             Debug.Log("no player combat component found on gameObject '" + transform.parent.name + "'.");
         }
     }
     else
     {
         //check if the enemy has hit something
         EnemyAI AI = transform.parent.GetComponent <EnemyAI>();
         if (AI != null)
         {
             AI.CheckForHit();
         }
         else
         {
             Debug.Log("no enemy AI component found on gameObject '" + transform.parent.name + "'.");
         }
     }
 }
    //Lethal Forces
    public void GiveWeaponToPlayer2(GameObject player)
    {
        PlayerCombat_P2 pc = player.GetComponent <PlayerCombat_P2>();

        if (pc)
        {
            pc.equipWeapon(weapon);
        }
    }
    //spawn a projectile
    public void SpawnProjectile(string name)
    {
        GameObject      projectile   = GameObject.Instantiate(Resources.Load(name)) as GameObject;
        PlayerCombat_P2 playerCombat = transform.parent.GetComponent <PlayerCombat_P2>();

        if (playerCombat)
        {
            //set projectile direction to player direction
            Projectile p = projectile.GetComponent <Projectile>();
            if (p)
            {
                p.directionP2 = playerCombat.currentDirection;
                Weapon currentWeapon = playerCombat.GetCurrentWeapon();
                if (currentWeapon != null)
                {
                    p.SetDamage(playerCombat.GetCurrentWeapon().damageObject);
                }
            }

            //check if there is a spawn position for this weapon
            ProjectileSpawnPos spawnPos = playerCombat.weaponBone.GetComponentInChildren <ProjectileSpawnPos>();
            if (spawnPos)
            {
                //spawn at projectile spawn position
                projectile.transform.position = spawnPos.transform.position;
            }
            else
            {
                //spawn at the weapon hand position
                if (playerCombat.weaponBone)
                {
                    projectile.transform.position = playerCombat.weaponBone.transform.position;
                }
            }
        }
    }