// Update is called once per frame
    void Update()
    {
        //If shootable, then check to see if attached controller's trigger is pressed
        if (m_leftattachedHand.grabPinchAction.GetStateDown(m_controllerleft))
        {
            Pulse(.1f, 150, 25, SteamVR_Input_Sources.LeftHand);
            //Shoot the bullet!
            //Debug.Log("Gun Trigger Pressed!");
            leftGun.PlayOneShot(shoot);
            GameObject bullet = Instantiate(m_bulletPrefab, m_leftbulletSpawnLocation.transform.position, m_leftbulletSpawnLocation.transform.rotation, GameObject.FindObjectOfType <CarMovementStateMachine>().transform) as GameObject;
            bullet.GetComponent <Rigidbody>().velocity = (bullet.transform.forward * m_bulletSpeed);
            //bullet.GetComponent<Rigidbody>().AddForce(bullet.transform.forward * m_bulletSpeed);

            RaycastHit hitInfo = new RaycastHit();
            if (Physics.Raycast(bullet.transform.position, bullet.transform.forward, out hitInfo) && hitInfo.rigidbody != null && hitInfo.rigidbody.GetComponent <Zombie>() != null)
            {
                Zombie zombie = hitInfo.rigidbody.GetComponent <Zombie>();
                if (zombie != null && zombie.CompareTag("Obstacle"))
                {
                    bullet.tag = "Untagged";
                    zombie.tag = "Untagged";
                    Destroy(zombie.GetComponent <CapsuleCollider>());
                    Destroy(zombie.GetComponent <Rigidbody>());

                    zombie.GetComponent <Animator>().SetBool("Dead", true);

                    GameObject.FindObjectOfType <ScreenController>().PassCorrectAnswer();
                }
            }

            //m_bulletSound.Play();

            Destroy(bullet, m_bulletTravelTime);
        }
        if (m_rightattachedHand.grabPinchAction.GetStateDown(m_controllerright))
        {
            Pulse(.1f, 150, 25, SteamVR_Input_Sources.RightHand);
            //Shoot the bullet!
            //Debug.Log("Gun Trigger Pressed!");
            rightGun.PlayOneShot(shoot);
            GameObject bullet = Instantiate(m_bulletPrefab, m_rightbulletSpawnLocation.transform.position, m_rightbulletSpawnLocation.transform.rotation, GameObject.FindObjectOfType <CarMovementStateMachine>().transform) as GameObject;
            bullet.GetComponent <Rigidbody>().velocity = (bullet.transform.forward * m_bulletSpeed);
            //bullet.GetComponent<Rigidbody>().AddForce(bullet.transform.forward * m_bulletSpeed);

            RaycastHit hitInfo = new RaycastHit();
            if (Physics.Raycast(bullet.transform.position, bullet.transform.forward, out hitInfo) && hitInfo.rigidbody != null && hitInfo.rigidbody.GetComponent <Zombie>() != null)
            {
                Zombie zombie = hitInfo.rigidbody.GetComponent <Zombie>();
                if (zombie != null && zombie.CompareTag("Obstacle"))
                {
                    bullet.tag = "Untagged";
                    zombie.tag = "Untagged";
                    Destroy(zombie.GetComponent <CapsuleCollider>());
                    Destroy(zombie.GetComponent <Rigidbody>());

                    zombie.GetComponent <Animator>().SetBool("Dead", true);

                    GameObject.FindObjectOfType <ScreenController>().PassCorrectAnswer();
                }
            }

            //m_bulletSound.Play();

            Destroy(bullet, m_bulletTravelTime);
        }
    }