void BallisticDemo::fire()
{
    // Find the first available round.
    AmmoRound *shot;
    for (shot = ammo; shot < ammo+ammoRounds; shot++)
    {
        if (shot->type == UNUSED) break;
    }

    // If we didn't find a round, then exit - we can't fire.
    if (shot >= ammo+ammoRounds) return;

    // Else, setup the shot with a vector 3 to offset it from it's orientation
	cyclone::Vector3 direction;
	if (currentLauncher == 0)
	{
		direction = cyclone::Vector3(0, 0, 2.0f);
	}
	else
	{
		direction = cyclone::Vector3(0, 0, -2.0f);
	}


    shot->setState( currentShotType, (launchers[currentLauncher]->body->getPosition() + direction) );

}
void BigBallisticDemo::fire()
{
    // Find the first available round.
    AmmoRound *shot;
    for (shot = ammo; shot < ammo+ammoRounds; shot++)
    {
        if (shot->type == UNUSED) break;
    }

    // If we didn't find a round, then exit - we can't fire.
    if (shot >= ammo+ammoRounds) return;

    // Set the shot
    shot->setState(currentShotType);

}