diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs
index 71bbd68b44506cd6ff42ed6b91f7248793954b92..a26819ebfd804c46e7accfae6276d856d5ca0a54 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs
@@ -5,15 +5,12 @@ using UnityEngine;
 public class PauseBehaviour : MonoBehaviour
 {
     public GameObject PauseUICanvas;
-    //public GunSystem gunSystem;
-    //GameObject[] weapons;
     FPSController fpsController;
 
     // Start is called before the first frame update
     void OnEnable()
     {
         fpsController = GetComponent<FPSController>();
-        //weapons = GameObject.FindGameObjectsWithTag("Weapon");
     }
 
     // Update is called once per frame
@@ -21,17 +18,6 @@ public class PauseBehaviour : MonoBehaviour
     {
         if (Input.GetKeyDown(KeyCode.Escape))
         {
-            //PauseUICanvas.SetActive(!PauseUICanvas.activeSelf);
-            //bool isPauseUIActive = PauseUICanvas.activeSelf;
-            //if (isPauseUIActive)
-            //{
-            //    HandleOpen();
-            //}
-            //else
-            //{
-            //    HandleClose();
-            //}
-
             bool isPauseUIActive = PauseUICanvas.activeSelf;
             if (!isPauseUIActive)
             {
@@ -50,7 +36,6 @@ public class PauseBehaviour : MonoBehaviour
         Cursor.visible = false;
         Cursor.lockState = CursorLockMode.Locked;
         enablePlayerGunSystems();
-        // gunSystem.enabled = true;
         Time.timeScale = 1.0f;
         fpsController.enabled = true;
     }
@@ -60,7 +45,6 @@ public class PauseBehaviour : MonoBehaviour
         Cursor.visible = true;
         Cursor.lockState = CursorLockMode.None;
         disablePlayerGunSystems();
-        // gunSystem.enabled = false;
         Time.timeScale = 0.0f;
         fpsController.enabled = false;
     }
@@ -68,28 +52,11 @@ public class PauseBehaviour : MonoBehaviour
     private void enablePlayerGunSystems()
     {
         GunSystem.IsGamePaused = false;
-        //int playerLayer = LayerMask.NameToLayer("Player");
-        //foreach (GameObject weapon in weapons)
-        //{
-        //    if (weapon.layer == playerLayer)
-        //    {
-        //        GunSystem gunSystem = weapon.GetComponent<GunSystem>();
-        //        gunSystem.enabled = true;
-        //    }
-        //}
     }
 
     private void disablePlayerGunSystems()
     {
         GunSystem.IsGamePaused = true;
-        //int playerLayer = LayerMask.NameToLayer("Player");
-        //foreach (GameObject weapon in weapons)
-        //{
-        //    if (weapon.layer == playerLayer)
-        //    {
-        //        GunSystem gunSystem = weapon.GetComponent<GunSystem>();
-        //        gunSystem.enabled = false;
-        //    }
-        //}
+
     }
 }
diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs
index e951b6b89fce2eb2cbeec1e6af2f0b082ee8ee84..537db2893e0b41b7e3b208128866788ac2dbf56b 100644
--- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs
+++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs
@@ -38,12 +38,6 @@ public class SaveBehaviour : MonoBehaviour
                         SaveMenuCanvas.SetActive(true);
                     }     
                 }
-                else
-                {
-                    pauseBehaviour.HandleClose();
-                    SaveMenuCanvas.SetActive(false);
-                }
-
             }
         }
     }