private void EndThrowItem() { hasThrownItem = true; givenItem.VikingDropItem(); Vector3 throwDirection = -viking.transform.forward; throwDirection.y = 0.7f; givenItem.GetComponent <Rigidbody>().velocity = MathX.RandomDirectionInCone(throwDirection, viking.itemThrowConeHalfAngle) * viking.throwStrength; }