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;
        }