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map.CollideRay(gunRay, LastGunCollision); // optional, if you need to know what you hit, you can pass a pointer in here that will be set with the wall that is hit
// handle shooting
Reload -= GetFrameTime(); // decrement reload wait time
// if we can shoot, and they want to shoot
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && Reload <= 0)
{
// make them wait for another shot
Reload = ReloadTime;
// make the gun sound
map.AddShotSound();
// if they hit something, then add an explosion there