 
 // Managing debounce of the button used to FIRE!
 long lastDebounceTime = 0;
-long debounceDelay = 250;
+long debounceDelay = 1000; // This needs to be fairly large for the big dome button; that large spring is pretty bouncy
 
 // We'll hold timing information about certain states here
 long timerStartupState = 0;

  startTimer(timerFiringState);
}
void updateFiringState() {
  
  if(isTimerExpired(timerFiringState, 1000)) {
    stateMachine.transitionTo(armedState);
  }
}

// Firing LED animation helpers
void beginPulsingFiringLED() {
  firingLEDBrightness = START_RADIAN;
}

boolean isFiringLEDOn() {
  if (digitalRead(FIRING_LED) == HIGH) {
    return true;
  }
  return false;
}

// We use a sin wave to get a nice, clean pulse for the LED
