private void WeaponDropper() { if (m_InputHandler.GetDropWeaponInputDown() && isLoaded) { Debug.Log($"Dropping active weapon"); WeaponController activeWeapon = GetActiveWeapon(); if (activeWeapon != null) { /* * Don't allow picking it back immediately. * Once it's been created and we've ignored the pickup event, we can safely allow pickups again. * Pickup won't be triggered once we allow pickups, but when player exits&returns. */ canPickWeapons = false; RemoveWeapon(activeWeapon); WeaponGenerator.dropWeapon(activeWeapon.weaponName, transform.position); } } else if (!canPickWeapons) { //See comment above, should be safe to allow pickups now canPickWeapons = true; } }