} /////

    IEnumerator ReloadCoroutine()
    {
        int AmmoToPull = 0;

        // Play Reload sound //////////////////////////////////////////////////
        PrimaryWeaponAudioSource.clip = Clip_Reload;
        PrimaryWeaponAudioSource.Play();
        ///////////////////////////////////////////////////////////////////////

        yield return(new WaitForSeconds(reloadSpeed));

        AmmoToPull = maxAmmoCapacity - currentAmmo;

        reserveAmmo = reserveAmmo - AmmoToPull;

        if (reserveAmmo < 0)
        {
            AmmoToPull  = (AmmoToPull + reserveAmmo);
            reserveAmmo = 0;
        }

        currentAmmo = currentAmmo + AmmoToPull;

        /////////////////////////////////////////////////////////
        PrimaryWeaponAudioSource.clip = Clip_Shot;
        /////////////////////////////////////////////////////////

        currentWeaponState = State.Ready;
    } //////
    //////////////////////////////////////////////
    public IEnumerator ShotSound()
    {
        SecondaryWeaponAudioSource.Stop();
        PrimaryWeaponAudioSource.Play();
        yield return(new WaitForSeconds(Clip_Shot.length));

        SecondaryWeaponAudioSource.Play();
    }