public override void fireWeapon(Vector2 pos,int time)
{
print ("Mine deployed!");
// This weapon is special cause it only cares about turns, not the step time
GameObject newMine = Instantiate (mineModel, SS.hexPositionTransform (pos), Quaternion.identity) as GameObject;
mines.Add (newMine);
deployedTurn.Add (tManager.getTurn());
minePos.Add (pos);
print ("mines.Count="+mines.Count.ToString());
// Since the weapon takes care of itself, the player don't have to wait for it to hit
this.getMaster().weaponHit();
this.setShotsPlanned(0);
}