}

function doDamage(circle: Phaser.Physics.Arcade.Sprite, enemy) {
	let weapon = circle.getData("weapon");
	let weaponOwner = weapon.owner;

	// need to have an eye if this is a good tradeoff vs having more groups
	if (weaponOwner.campID !== enemy.campID) {
		let damage = weapon.amount;
		let enemyStateHandler = enemy.stateHandler;

		//Need this, otherwise all animation frames do damage
		weapon.alreadyAttacked.push(enemy.id);