void Update() { if (CanControlPlayer) { if (Keybinds.ToggleCoinshotMode()) { CoinshotMode = !CoinshotMode; } // On throwing a coin if ((CoinshotMode && Keybinds.IronPulling() && Keybinds.SteelPushing() || Keybinds.WithdrawCoinDown()) && lastCoinThrowTime + (coinCooldown * Time.timeScale) < Time.time) { lastCoinThrowTime = Time.time; PlayerIronSteel.AddPushTarget(CoinHand.WithdrawCoinToHand()); } } }