   startTimer(timerFiringState);
 }
 void updateFiringState() {
-  
-  if(isTimerExpired(timerFiringState, 1000)) {
+  delay(100);
+  if (isFiringLEDOn()) {
+    firingLEDOff();
+  } else {
+    firingLEDOn(); 
+  }
+  if(isTimerExpired(timerFiringState, 5000)) {
     stateMachine.transitionTo(armedState);
   }
 }


// Managing debounce of the button used to FIRE!
long lastDebounceTime = 0;
long debounceDelay = 250;

// We'll hold timing information about certain states here
long timerStartupState = 0;

// 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
