public void shot()
{
if (!reloading)
{
bullet = bulletPools.GetPooledObject ();
bullet.GetComponent<bulletMovement> ().theCharacterMotor = gameObject.GetComponent<CharacterMotor2> ();
bullet.GetComponent<bulletMovement> ().damage = damage;
bullet.gameObject.tag = bulletTag;
bullet.transform.position = shootingPoint.transform.position;
bullet.SetActive (true);
//Instantiate (bullet, shootingPoint.position, shootingPoint.rotation);
StartCoroutine ("ShotCo");
//temp audio
//put at end of script so that if people forget to add a sound, then the shots don't break the game
//may cause errors in enemies without emitters and fmod events
shotSound.Play ();
reloadSound.Play ();
}
}