void FixedUpdate()
    {
        HandleInput();
        HandleCameraRotation();
        PlayerMovement();

        crossHair.GetInput(new Vector2(mouseInput.x, mouseInput.y).magnitude, new Vector2(movingInput.x, movingInput.z).magnitude *currentSpeed);

        // Fire rate:
        if (fire)
        {
            if (currentWeaponMagAmmo == 0 && reservedAmmo == 0)
            {
                scrMsgLine.NoAmmo();
            }
            else
            {
                switch (currentFireMode)
                {
                case Weapon.FireMode.Automatic:
                    // Do nothing.
                    break;

                case Weapon.FireMode.Burst:
                    // Not used here - check in fire method.
                    break;

                case Weapon.FireMode.Single:
                    if (pulledTrigger)
                    {
                        fire = false;
                    }
                    break;
                }
            }
        }

        CrossHairAndInteractiveItems();

        anim.SetBool("Aim", aim);
        anim.SetBool("Fire", fire);
        anim.SetBool("Reload", reload);
        anim.SetFloat("Vertical", currentSpeed * 2);
        anim.SetBool("AttachmentsMenu", attachmentMenu);
        anim.SetBool("FrontWall", frontWallCollsion);
    }