// Adding or Finding weapons in the container
    void FindOrAddWepon(string _weaponName, int _qty)
    {
        GameObject weapon = null;

        foreach (GameObject w in m_Weapons)
        {
            if (w.name == _weaponName)
            {
                weapon = w;
            }
        }

        if (!weapon)
        {
            DEBUG.LogWarning("Weapon drop (" + _weaponName + ") is not listed in PlayerTankManager weapons container, add it");
            return;
        }

        // Max QTY for weapons and save
        int currentQty = GetWeaponQuantity(_weaponName);
        int qtyCap     = weapon.GetComponent <WeaponIcon>().ammoCap;

        for (int i = 0; i < m_loadout.Count; i++)
        {
            if (_weaponName == m_loadout[i].name)
            {
                SetWeaponQuantity(_weaponName, Math.Min(currentQty + _qty, qtyCap));
                return;
            }
        }

        // Limit Max Slots for weapons
        if (m_loadout.Count < 3)
        {
            m_loadout.Add(weapon);
            SetWeaponQuantity(_weaponName, Math.Min(currentQty + _qty, qtyCap));
        }

        // Loadouts if full
        if (m_loadout.Count >= 3)
        {
            loadoutsFull = true;
        }

        if (m_loadout.Count >= 1)
        {
            slotContents1 = m_loadout[0].name;
        }
        if (m_loadout.Count >= 2)
        {
            slotContents2 = m_loadout[1].name;
        }
        if (m_loadout.Count >= 3)
        {
            slotContents3 = m_loadout[2].name;
        }
        if (m_loadout.Count >= 4)
        {
            slotContents4 = m_loadout[3].name;
        }
        if (m_loadout.Count >= 5)
        {
            slotContents5 = m_loadout[4].name;
        }
    }