             
             locationNode.position = position
             
-            locationNode.scale = SCNVector3(x: distanceDivision, y: distanceDivision, z: distanceDivision)
+            locationNode.scale = SCNVector3(x: scale, y: scale, z: scale)
         } else {
             adjustedDistance = distance
             let position = SCNVector3(

            return
        }
        
        //Position is set to a position coordinated via the current position
        let locationTranslation = currentLocation.translation(toLocation: locationNode.location!)
        
        //If the item is too far away, bring it closer and scale it down
        
        let adjustedDistance: CLLocationDistance
        
        let distance = locationNode.location!.distance(from: currentLocation)
        
        
        //TEMP: needs changing back to 10
        if distance > 10 {
            let distanceDivision = 10 / Float(distance)
            adjustedDistance = distance * Double(distanceDivision)
            
            let adjustedTranslation = SCNVector3(
                x: Float(locationTranslation.longitudeTranslation) * distanceDivision,
                y: Float(locationTranslation.altitudeTranslation) * distanceDivision,
                z: Float(locationTranslation.latitudeTranslation) * distanceDivision)
            
            let position = SCNVector3(
                x: currentPosition.x + adjustedTranslation.x,

                let locationNodePoint = CGPoint.pointWithVector(vector: locationNode.position)
                
                if !currentPoint.radiusContainsPoint(radius: CGFloat(SceneLocationView.sceneLimit), point: locationNodePoint) {
                    confirmLocationOfLocationNode(locationNode)
                }
            }
        }
