void Update()
 {
     //gatling weapon firing
     if (weap == Weapon.Gatling)
     {
         //if the fire button is held down and enough time has passed since the last shot, fire and make noise
         if (Input.GetButton("Fire1") && Time.time > ps.nextFire)
         {
             ps.nextFire = Time.time + ps.fireRate;
             for (int i = 0; i < ps.numShots; i++)
             {
                 Instantiate(shot, shotSpawn [i].position, Quaternion.identity);
             }
             au[0].PlayOneShot(au[0].clip);
         }
     }
     //homing weapon firing
     else if (weap == Weapon.LockOn)
     {
         //begin locking onto targets on button press
         if (Input.GetButtonDown("Fire1") && Time.time > ps.nextHoming)
         {
             ps.nextHoming = Time.time + ps.homingCD;
             loc.LockOn();
         }
         //begin firing onto targets on button release
         if (Input.GetButtonUp("Fire1"))
         {
             if (loc.Fire())
             {
                 ps.nextHoming = Time.time + ps.homingCD;
                 au [1].PlayOneShot(au [1].clip);
             }
             ;
         }
     }
     //if the player has powerups, let them cash in their powerups
     if (Input.GetButtonDown("Jump") && pc.powerupsHeld > 0)
     {
         pc.CashInPowerups();
     }
     //change the polarity of the ship
     if (Input.GetButtonDown("Fire2"))
     {
         InvertPolarity();
     }
     //change the weapon of the ship
     if (Input.GetButtonDown("Fire3") && !Input.GetButton("Fire1"))
     {
         ChangeWeapon();
     }
     //read for invincibility
     if (ps.invincible && !timerOn)
     {
         BecomeInvincible();
     }
 }