void FixedUpdate()
    {
        // Increments Timer for Reload
        if (reloadTimer > 0.0f)
        {
            reloadTimer -= Time.deltaTime;
        }

        // Input for Firing your Weapon
        if (Input.GetKeyDown(KeyCode.Mouse0) && reloadTimer <= 0.0f)
        {
            // Fires a different weapon based on your active weapon
            if (activeWeapon == "pistol")
            {
                if (bullets > 0)        // Checks if you have bullets to fire
                {
                    audio.playClip(0);  // Pistol Fire sound effect
                    reloadTimer = .25f; // Sets a short reload timer
                    bullets    -= 1;    // Increments Bullet Counter
                    ray.HitScanFire();
                    // Animation?
                }
            }
            else if (activeWeapon == "shotgun")
            {
                if (shells > 0)
                {
                    audio.playClip(1);  // Shotgun Fire sound effect
                    reloadTimer = 0.8f; // Sets a reload timer
                    shells     -= 1;    // Increments Bullet Counter
                    // Animation
                }
            }
        }

        // Inputs to Change Weapons
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            UI.ActiveWeapon(0); // changes visual for active weapon
            audio.playClip(4);
            activeWeapon = "pistol";
            // Animation
        }
        if (Input.GetKeyDown(KeyCode.Alpha2) && hasShotgun)
        {
            UI.ActiveWeapon(1); // changes visual for active weapon
            audio.playClip(5);
            activeWeapon = "shotgun";
            // Animation
        }

        /* APPLIES MOVEMENT */
        // thisRigidBody.velocity = inputVelocity * velocityModifier;

        /* UPDATES UI */
        UI.PlayerUpdateUI(activeWeapon, bullets, bulletsMax, shells, shellsMax, health, healthMax, armor, ArmorMax);

        /*ANIMATION FOR HEAD BOBBING*/
        // head_bobbing.speed = fpForwardBackward;
    }