diff --git a/MrBigsock/Assets/Code/PlayerController.cs b/MrBigsock/Assets/Code/PlayerController.cs
index 40982143828cbf784f0249fd0ed420f0ddf2cee9..124cabcd1b378141e9ade41bd5b055095a4ce207 100644
--- a/MrBigsock/Assets/Code/PlayerController.cs
+++ b/MrBigsock/Assets/Code/PlayerController.cs
@@ -229,38 +229,6 @@ namespace BigSock {
 		}
 
 
-		private void CheckAbilityInput2(KeyCode key, IAbility ability) {
-			var par = GetAbilityParam(Camera.main.ScreenToWorldPoint(Input.mousePosition));
-
-			switch (ability.FireType) {
-				// Standard: Press to fire.
-				case FireType.Standard:
-					if (Input.GetKeyDown(key)) ability.Use(par);
-					break;
-				// FullAuto: Keep firing while key is down.
-				case FireType.FullAuto:
-					if (Input.GetKey(key)) ability.Use(par);
-					break;
-				// Charge: Fire when let go.
-				case FireType.Charge:
-					// If pressed down: Store start time.
-					if (Input.GetKeyDown(key)) chargeStarts[key] = Time.time;
-					// If let go: Activate
-					else if (Input.GetKeyUp(key)) {
-						par.ChargeTime = Time.time - chargeStarts[key];
-						var t = ability.Use(par);
-						if (!t) {
-							if (par.ChargeTime < ability.MinCharge)
-								Debug.Log($"[PlayerController.CheckAbilityInput({key})] {ability.Name} not fired ({par.ChargeTime:N3} < {ability.MinCharge:N3})");
-						}
-					}
-					break;
-				default:
-					break;
-			}
-
-		}
-
 		private void Update()
 		{
 			// Regenerate mana & stamina.