private void shootSheep()
    {
        if (pickupSheep.getSheepStack().Count == 0)
        {
            impulseAccel        = InitialImpulseAccel;
            impulseStrenthSpeed = InitialImpulseSpeed;
            impulseStrenth      = InitialImpulseStrenght;

            updateImpulseUI();
            return;
        }

        orientPlayer();
        pickupSheep.updateSheepRotation();
        hideMira();

        GameObject sheep = pickupSheep.prepareToShoot();

        SheepMovement sheep_movement = sheep.GetComponentInChildren <SheepMovement>();
        Animator      sheep_animator = sheep.GetComponentInChildren <Animator>();
        Rigidbody     sheep_rb       = sheep.GetComponent <Rigidbody>();

        // set state to flying and anim state to shot
        sheep_movement.setFlying();
        IAnimState animState = new Shot(ref sheep_animator);

        sheep_movement.SetAnimState(animState);

        sheep_rb.velocity   = Vector3.zero;
        sheep_rb.useGravity = true;

        // sheepCollideWithBases(sheep);
        sheepCollideWithPlayers(sheep);
        sheep_movement.setPickedUpBy("");

        SendShootSheepMessage(sheep.transform.name, sheep_movement.getState(), sheep_animator.GetInteger("Index"), impulseStrenth);

        resetImpulseAndUI();
    }
    public void processShootSheepMessage(ShootSheepMessage _msg)
    {
        GameObject sheep = GameObject.Find(_msg.sheepName);

        if (sheep != null)
        {
            SheepMovement sheep_movement = sheep.GetComponent <SheepMovement>();
            Animator      sheep_animator = sheep.GetComponentInChildren <Animator>();
            Rigidbody     sheep_rb       = sheep.GetComponent <Rigidbody>();

            // set state to flying and anim state to shot
            sheep_movement.setFlying();
            IAnimState animState = new Shot(ref sheep_animator);
            sheep_movement.SetAnimState(animState);

            sheep_rb.velocity   = Vector3.zero;
            sheep_rb.useGravity = true;

            // ignoreCollisionWithBases(sheep, false);
            ignoreCollisionWithPlayers(sheep, false);
            sheep_movement.setPickedUpBy("");
        }
    }