void CorrectWeaponStateAnimation()
 {
     //Play the current animation associated with this state
     //BUT, we want to make sure we play from the frame of the animation
     // we were just on, to preserve state (for example, if you pull out a
     //blaster while running, we don't want the run animation to suddenly restart)
     if (m_Animator2D && !string.IsNullOrEmpty(m_CharacterState.AnimationName))
     {
         m_Animator2D.PlayFromCurrentFrame(m_CharacterState.AnimationName);
     }
 }