//[RPC]
    public void CreateFireAnimate(Vector3 position, Quaternion rotation, bool nearBigFire /*, NetworkViewID callerID, NetworkViewID newObjectID*/, GameObject objectComponent)
    {
        GameObject gameObject = Instantiate(firePrefab, position, rotation);

        /*gameObject.networkView.viewID = newObjectID;
         * SetupNewFire(gameObject.networkView.viewID, callerID, false, nearBigFire);
         * if (Network.isServer)
         * {
         *  AllFireAnimates.Add(gameObject.GetComponent<FireAnimate>());
         * }*/

        SetupNewFire(gameObject, objectComponent, false, nearBigFire);
        AllFireAnimates.Add(gameObject.GetComponent <FireAnimate>());
    }
 public static void RemoveFireReference(FireAnimate removeFireRef)
 {
     AllFireAnimates.Remove(removeFireRef);
 }
 public static void AddFireReference(FireAnimate newFireRef)
 {
     AllFireAnimates.Add(newFireRef);
 }