void IThrewBomb()
    {
        //i just threw the bomb. wait until it either hits someone or hits the ground before deciding what to do.
        if (myLSB != null)
        {
            if (myLSB.GetComponent <StickyBomb>().ownerID == myPlayer.playerID)
            {
                //its ur bomb
                //check to see if it landed on the ground or stuck someone

                if (myLSB.GetComponent <StickyBomb>().hitGround)
                {
                    //it hit the ground
                    myState = AIState.BombOnGround;
                    //PopText.Create("MY BOMB ON GROUND", Color.white, 120,this.transform.position);
                }
                else if (myLSB.GetComponent <StickyBomb>().stuckID > 0)
                {
                    myState     = AIState.SomeoneElseStuck;
                    stuckPlayer = PlayerController.GetByPlayerID(myLSB.GetComponent <StickyBomb>().stuckID);
                    //PopText.Create("SOMEONE ELSE STUCK", Color.white, 120,this.transform.position);
                }
            }
            else
            {
                //its not ur bomb. see if ur bomb even ecists
                LocalStickyBomb[] allbombs = GameObject.FindObjectsOfType <LocalStickyBomb> ();

                bool myBombExists = false;
                foreach (var b in allbombs)
                {
                    if (b.GetComponent <StickyBomb>().ownerID == myPlayer.playerID)
                    {
                        //we are good
                        myBombExists = true;
                        myLSB        = b;
                    }
                }

                if (!myBombExists)
                {
                    //what happened to my bomb??
                }
            }
        }
        else
        {
            myLSB = GameObject.FindObjectOfType <LocalStickyBomb> ();

            if (myLSB == null)
            {
                //what happened to my bomb??
            }
        }
    }
    void AvoidBombMidAir()
    {
        //someone just threw the bomb. wait until it either hits someone or hits the ground before deciding what to do.
        if (theirLSB != null)
        {
            if (theirLSB.GetComponent <StickyBomb>().ownerID == hasBombPlayer.playerID)
            {
                //its their bomb
                //check to see if it landed on the ground or stuck someone

                if (theirLSB.GetComponent <StickyBomb>().hitGround)
                {
                    //it hit the ground
                    myState = AIState.BombOnGround;
                    //PopText.Create("MY BOMB ON GROUND", Color.white, 120,this.transform.position);
                }
                else if (theirLSB.GetComponent <StickyBomb>().stuckID > 0)
                {
                    if (theirLSB.GetComponent <StickyBomb>().stuckID != myPlayer.playerID)
                    {
                        myState     = AIState.SomeoneElseStuck;
                        stuckPlayer = PlayerController.GetByPlayerID(theirLSB.GetComponent <StickyBomb>().stuckID);
                        //PopText.Create("SOMEONE ELSE STUCK", Color.white, 120,this.transform.position);
                    }
                }
                else if (Vector3.Distance(theirLSB.transform.position, this.transform.position) < 2.5f)               //if its getting close to us
                {
                    //try and jump away
                    if (myPlayer.IsGrounded() && !justJumped)
                    {
                        myPlayer.COMMAND_Jump();
                        justJumped = true;
                    }
                }
            }
            else
            {
                //its not their bomb. see if their bomb even ecists
                LocalStickyBomb[] allbombs = GameObject.FindObjectsOfType <LocalStickyBomb> ();

                bool theirBombExists = false;
                foreach (var b in allbombs)
                {
                    if (b.GetComponent <StickyBomb>().ownerID == hasBombPlayer.playerID)
                    {
                        //we are good
                        theirBombExists = true;
                        theirLSB        = b;
                    }
                }

                if (!theirBombExists)
                {
                    //what happened to my bomb??
                }
            }
        }
        else
        {
            theirLSB = GameObject.FindObjectOfType <LocalStickyBomb> ();

            if (theirLSB == null)
            {
                //what happened to my bomb??
            }
        }
    }
    public bool ShouldISprint()
    {
        float juice      = myPlayer.SprintRatio();
        int   stickyTime = 10;
        bool  grounded   = false;

        if (GameObject.FindObjectOfType <LocalStickyBomb>() != null)
        {
            LocalStickyBomb sb = GameObject.FindObjectOfType <LocalStickyBomb>();
            stickyTime = sb.GetTimerInSeconds(false);
            grounded   = sb.GetComponent <StickyBomb>().hitGround;
        }

        if (stickyTime <= 2)
        {
            return(true);
        }
        else if (stickyTime <= 4)
        {
            if (myState == AIState.IAmStuck || myState == AIState.SomeoneElseStuck)
            {
                return(true);
            }
            else
            {
                if (juice > .5f)
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }
        }
        else if (stickyTime <= 7)
        {
            if (myState == AIState.IAmStuck || myState == AIState.SomeoneElseStuck)
            {
                if (juice > .8f)
                {
                    return(true);
                }

                return(false);
            }
            return(false);
        }

        if (grounded)
        {
            if (juice > .5f)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
        if (stickyTime == 10)
        {
            if (myState == AIState.IHaveBomb || myState == AIState.SomeoneElseHasBomb ||
                myState == AIState.SomeoneElseThrewBomb)
            {
                if (juice > .7f)
                {
                    return(true);
                }
            }
        }

        return(false);
    }