void DoMultiShot() { float startingAngle = transform.rotation.eulerAngles.y - (multiShotRange / 2); int numShots = numShotsInMulti; if (numShotsInMulti > currency.GetCurrency()) { numShots = currency.GetCurrency(); } float angleBetweenShots = multiShotRange / (numShots - 1); for (int i = 0; i < numShots; i++) { OneShot(Quaternion.Euler(Vector3.up * (startingAngle + (angleBetweenShots * i)))); } }