//Gonna make this a hell of a lot more complex, boy howdee
 public void GiveGun(GameObject gunPrefab, Collectable gunInfo)
 {
     //Check to see if player has the gun
     if (inventory.CompareGun((GunInfo)gunInfo))
     {
         //Else, give reserve ammo for player
         //TODO: give player ammo reserves
         Debug.Log("Ammo should be added to reserves");
     }
     else
     {
         //TODO: if gun isnt the same, overwrite the current one with the new one
         //if they dont, instantiate and give them it
         GameObject newGun = Instantiate(gunPrefab, gunHolder.transform.position, Quaternion.identity, gunHolder.transform) as GameObject;
         inventory.SetEquippedGun(newGun, (GunInfo)gunInfo);
     }
 }