protected override void UpdateWeapon(GameTime gameTime)
        {
            switch (_hookState)
            {
            case (HookState.Idle):
            {
                if (_firing)
                {
                    _hookState    = HookState.Fired;
                    _hookPosition = _owner.Position;
                    _hookAngle    = XnaHelper.RadiansFromVector(_fireDirection);
                    _hookVelocity = _fireDirection * HOOK_SPEED;
                }
                break;
            }

            case (HookState.Fired):
            {
                if (!(_firing) &&
                    Vector2.Distance(_hookPosition, _owner.Position) < MAX_RANGE)
                {
                    _hookPosition += _hookVelocity;
                    _hookHitRect.X = (int)_hookPosition.X;
                    _hookHitRect.Y = (int)_hookPosition.Y;
                }
                else
                {
                    _hookState = HookState.Retracting;
                }

                break;
            }

            case (HookState.Retracting):
            {
                _hookPosition -= HOOK_SPEED * Vector2.Normalize(_hookPosition - _owner.Center);
                if (XnaHelper.PointInRect(_hookPosition, _owner.HitRect))
                {
                    _hookState = HookState.Idle;
                }
                break;
            }

            case (HookState.Attached):
            {
                _hookPosition = _hookedUnit.Center;
                Vector2 pullForce = HOOK_FORCE * XnaHelper.DirectionBetween(_owner.Position, _hookedUnit.Position);
                _owner.ApplyForce(pullForce);
                _hookedUnit.ApplyForce(Vector2.Negate(pullForce));

                if (_firing)
                {
                    _hookState = HookState.Idle;
                }
                break;
            }
            }
        }