// Player Controller doesn't know (or care) which weapon is equipped, so // uses this function to make sure the gun state is correct // public void UpdateEquippedWeapon(Vector2 vTraj, bool bControllerFireState) { GAssert.Assert(null != m_gcEquippedWeapon, "PlayerState: equipped weapon is null. Last powerup broke something!"); m_gcEquippedWeapon.UpdateFireDirection(vTraj); m_gcEquippedWeapon.SetCanFire(m_bCanFire && bControllerFireState); }