//After collision with a falling dude, bounce the other dude and set up conditions/variables for each dude
    private void bounceDude(Collision2D col)
    {
//		ParticleSystem ps;
//		if(teeterSide == 'l'){
//			ps = Instantiate(landingPS, new Vector2(transform.position.x + .2f, transform.position.y + .1f), Quaternion.identity);
//		}else{
//			ps = Instantiate(landingPS, new Vector2(transform.position.x - .2f, transform.position.y + .1f), Quaternion.identity);
//		}
//		Destroy (ps, .4f);

        checkHit(col);          //Saw 1/2

        if (!controlScript.gameOver)
        {
            bouncerScript.setAttached('l', false);
            bouncerScript.setAttached('r', false);
            bouncerScript.setParent(null);
            bungieScript.dude = dudeOnSaw;
            dudeOnSaw         = col.gameObject;
            bouncerScript     = dudeOnSaw.GetComponent <Bouncer> ();
            bouncerScript.setParent(saw);
            bouncerScript.setTeeterCol(false);
            bouncerScript.setBalloonCol(false);
            bouncerScript.switchPlatformCollider(false);
            if (teeterSide == 'l')
            {
                bouncerScript.setAttached('l', true);
            }
            else
            {
                bouncerScript.setAttached('r', true);
            }
            source.PlayOneShot(bounceSound, .75f);              // Play the bounce sound
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (controlScript == null)
        {
            controlScript = control.GetComponent <Controller>();
        }

        //Update the position of the seesaw and rider
        if (!controlScript.gameOver)
        {
            if (dudeOnSaw != null && bouncerScript != null)
            {
                placeDude(); //Position the rider to stand on the seesaw
            }
            else
            {
                dudeOnSaw     = controlScript.attachedDude;
                bouncerScript = dudeOnSaw.GetComponent <Bouncer> ();
            }
            checkBounds(); //Make sure the seesaw remains inside the bounds of the game
        }
        else //Keeps dude on saw from falling when other dude dies
        {
            //dudeOnSaw.GetComponent<Bouncer>().setTeeterCol(true);
            bouncerScript.setTeeterCol(true);
        }

        calcVelocity();
        if (SmScript.gameManager.showingAd)         //Stop music playing before an ad
        {
            if (source.isPlaying)
            {
                source.Stop();
            }
        }
    }