private void Start() { psEmission = ps.emission; playerCollider = GetComponent <Collider>(); detectWeapons = (DetectWeapons)GetComponentInChildren(typeof(DetectWeapons)); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; readyToJump = true; wallNormalVector = Vector3.up; CameraShake(); if (spawnWeapon != null) { GameObject gameObject = UnityEngine.Object.Instantiate(spawnWeapon, base.transform.position, Quaternion.identity); detectWeapons.ForcePickup(gameObject); } UpdateSensitivity(); }