void SetWeaponActive(WeaponSystem weapon, bool active)
 {
     if (weapon != null)
     {
         if (weapon.GetComponent <MeshRenderer>() != null)
         {
             weapon.GetComponent <MeshRenderer>().enabled = active;
         }
         else
         {
             weapon.transform.GetChild(0).gameObject.SetActive(active);
         }
     }
 }