public void UpdateGun(int updatedGunIndex)
    {
        Debug.Log("Updating gun");
        if (egb.isReloading)
        {
            Debug.Log("Cancelled Reload");
            egb.isReloading = false;
        }

        egb.OnChange(allGuns[updatedGunIndex]);
        if (equippedGunObject.GetComponent <MeshFilter>() == null)
        {
            equippedGunObject.AddComponent <MeshFilter>();
            Debug.Log("Adding shit!");
        }
        equippedGunObject.GetComponent <MeshFilter>().sharedMesh = allGuns[updatedGunIndex].model;
    }
 public void Start()
 {
     currentGun = allGuns[currentGunIndex];
     egb        = egb.GetComponent <EquippedGunBehaviour>();
     egb.OnChange(allGuns[currentGunIndex]);
 }