public bool Shoot()
    {
        if (firingDelay > 0) {
            return false;
        }
        currentState = PistolState.SHOOTING;

        ResetMuzzleFlash();
        //anim.Stop();

        anim.Play("Recoil"); // animate
        sfx.Play(); // play sound
        // Show muzzleflash image
        Color color = Color.white;
        color.a = 1;
        sprite.color = color;
        // AoE lighting
        flash.range = 10;

        // Debug.Log("BANG!");
        firingDelay = 1.2f;

        RaycastHit hit;
        if (Physics.Raycast(transform.position, -transform.forward, out hit, 500)) { // -forward b/c for some reason the model's z is facing the other way
            if (hit.collider.gameObject.tag == "Enemy") {
                hit.collider.gameObject.GetComponent<Ghoul>().Hit();
            }
        }

        return true;
    }
    public void Shoot()
    {
        if (firingDelay > 0) {
            return;
        }
        currentState = PistolState.SHOOTING;

        ResetMuzzleFlash();
        //anim.Stop();

        anim.Play("Recoil"); // animate
        sfx.Play(); // play sound
        // Show muzzleflash image
        Color color = Color.white;
        color.a = 1;
        sprite.color = color;
        // AoE lighting
        flash.range = 10;

        // Debug.Log("BANG!");
        firingDelay = 1.2f;
    }
 public void TriggerReady()
 {
     anim.Play("Aimed");
     currentState = PistolState.AIMED;
 }
 public void ResetAnim()
 {
     currentState = PistolState.NORMAL;
     //anim.Stop();
     anim.Play("Normal");
 }
 public void Release()
 {
     anim.Play("Release");
     currentState = PistolState.RELEASING;
 }
 public void Aimed()
 {
     currentState = PistolState.AIMED;
     anim.Play("Aimed");
 }
 public void Aim()
 {
     if (currentState == PistolState.AIMED) return;
     anim.Play("Aim");
     currentState = PistolState.AIMING;
 }
 // Use this for initialization
 void Start()
 {
     currentState = PistolState.NORMAL;
     //firingDelay = 2.0f;
     anim = GetComponent<Animator>();
     flash = GetComponent<Light>();
     sfx = GetComponent<AudioSource>();
     sprite = GameObject.Find("/FPSController/FirstPersonCharacter/FPSPistol/MuzzleFlash").GetComponent<SpriteRenderer>();
 }