diff --git a/Assets/Scenes/DevRoom.unity b/Assets/Scenes/DevRoom.unity
index 4db804aae8d2f4b887ebefb8acca68ae154daf9b..366c2beca371d2c5ef5cf30e1338e670a70e67b8 100644
--- a/Assets/Scenes/DevRoom.unity
+++ b/Assets/Scenes/DevRoom.unity
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@@ -5293,7 +5197,7 @@ MonoBehaviour:
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   serializedVersion: 2
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-  m_LocalPosition: {x: 0, y: 0, z: 0}
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+    surfaceParameter: 47626
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@@ -10666,7 +10523,7 @@ MonoBehaviour:
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@@ -12422,7 +12279,7 @@ MonoBehaviour:
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@@ -13698,4 +13555,3 @@ SceneRoots:
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diff --git a/Assets/_Scripts/Core/Objects/Weapons/TestWeapon/TestWeapon.cs b/Assets/_Scripts/Core/Objects/Weapons/TestWeapon/TestWeapon.cs
index 0562fcee2d841f4c1f9b2dc9193cba5a4a61490f..16dff155892c86d36cac11b2f138b5657cbe6295 100644
--- a/Assets/_Scripts/Core/Objects/Weapons/TestWeapon/TestWeapon.cs
+++ b/Assets/_Scripts/Core/Objects/Weapons/TestWeapon/TestWeapon.cs
@@ -12,6 +12,8 @@ public class TestWeapon : WeaponObject
     public float projectileSpeed = 100; 
     public TestWeaponAnimationController animationController;
 
+    // public MonoBehaviour CompanionController => this;
+    
     // Constructor
     protected new void Start()
     {
diff --git a/Assets/_Scripts/Core/Player/Player.cs b/Assets/_Scripts/Core/Player/Player.cs
index a0437436c38ff91ebfcfd74c667d3db2e2565f59..19d64b0ec0337f54ba35bf643c97f12ceb3bc2ab 100644
--- a/Assets/_Scripts/Core/Player/Player.cs
+++ b/Assets/_Scripts/Core/Player/Player.cs
@@ -7,6 +7,7 @@ public class Player : PlayerEntity
 {
     // Static Attributes
     public const string ObjectIdPrefix = "Player"; 
+    private int currentIndex = 0;
 
     // Attributes
     private PlayerAnimationController animationController;
@@ -32,7 +33,8 @@ public class Player : PlayerEntity
 
 
         // TODO: These are for dev, consider deleting
-        WeaponList.AddRange(GetComponentsInChildren<WeaponObject>());
+        // WeaponList.AddRange(GetComponentsInChildren<WeaponObject>());
+
         EquipWeapon(0);
 
         int initialIndex = CompanionList.Count;
@@ -90,21 +92,22 @@ public class Player : PlayerEntity
         stateController.currentInteractables.Remove(interactable);
     }
 
-    // Switches to the next weapon in the list
     public void SwitchWeapon()
     {
-        if (WeaponList.Count == 0)
-        {
-            Debug.LogWarning("No weapons available.");
-            return;
-        }
-        
-        int currentIndex = WeaponList.IndexOf(Weapon);
-        int nextIndex = (currentIndex + 1) % WeaponList.Count; // Calculate the index of the next weapon
-        
-        EquipCurrWeapon(nextIndex);
-        Debug.Log("Weapon switch SwitchWeapon Player.cs"); 
+    if (WeaponList.Count == 0)
+    {
+        Debug.LogWarning("No weapons available.");
+        return;
     }
+    Debug.Log($"WEAPON {WeaponList.Count}");
+
+    currentIndex = (currentIndex + 1) % WeaponList.Count; // Increment currentIndex and wrap it around if it's equal to WeaponList.Count
+    
+    Debug.Log(currentIndex);
+
+    EquipWeapon(currentIndex);
+    Debug.Log("Weapon switch SwitchWeapon Player.cs"); 
+}
 
 
     // Equip a weapon by index