// Update is called once per frame
    void Update()
    {
        if (PauseScreen.shouldPause(PAUSE_LEVEL))
        {
            return;
        }

        //sets m_CanGrapple to true when the players lands on the ground, this is necessary so the player can not keep grappling without ever touching the
        //ground.
        if (GetIsGrounded())
        {
            m_CanGrapple = true;
        }

        if (m_PlayerHealth.IsDead)
        {
            m_target.SetCurrentTarget(null);
            m_Grappling  = false;
            m_CanGrapple = false;
        }

        //checks if there is a target in sight
        if (m_target.GetCurrentTarget() != null && m_Grappling == false)
        {
            //checks if player is on ground, he can't grapple if on ground
            if (CanGrapple())
            {
                //Checks for input, if jump has been pressed then m_Grappling = true;
                if (InputManager.getJumpDown(m_AcceptInputFrom.ReadInputFrom) && m_PlayerHealth.IsDead != true)
                {
                    m_Grappling  = true;
                    m_CanGrapple = false;
                    m_GrappleHook.renderer.enabled = true;
                    m_CurrentTarget = m_target.GetCurrentTarget();
                }
            }
        }

        //checks the distance between the player and the target, if it's smaller than m_DistBeforeFalling, you will fall
        if (m_CurrentTarget != null)
        {
            if (Vector3.Distance(this.transform.position, m_CurrentTarget.transform.position) < m_DistBeforeFalling)
            {
                m_Grappling = false;
                m_GrappleHook.renderer.enabled = false;
            }
        }

        //if you should be grappling move to your target
        if (m_Grappling)
        {
            PlayAnimation();
            MoveTowardsTarget();
            SetGrappleTransform();
            return;
        }

        //Used to make sure that the player stops trying to grapple if his target gets destroyed
        if (m_target.GetCurrentTarget() == null)
        {
            m_Grappling = false;
        }


        base.UpdateVelocity();
    }