diff --git a/Assets/WeaponHandling.cs b/Assets/WeaponHandling.cs
index 883d840f1893ff3436907eeca3d97855a41ded8c..d4e073be476a79ec6197f60ab387774c2580aabe 100644
--- a/Assets/WeaponHandling.cs
+++ b/Assets/WeaponHandling.cs
@@ -17,7 +17,7 @@ public class WeaponHandling : MonoBehaviour
         Player = GetComponent<PlayerMovement>();
     }
     // Update is called once per frame
-    void FixedUpdate()
+    void Update()
     {
         if (Input.GetKeyDown("1"))
         {
@@ -27,6 +27,7 @@ public class WeaponHandling : MonoBehaviour
             Shotgun.SetActive(false);
             Bow.SetActive(false);
             Sword.SetActive(false);
+            return;
         }
         if (Input.GetKeyDown("2") && Player.shotgun == 1)
         {
@@ -36,6 +37,7 @@ public class WeaponHandling : MonoBehaviour
             Shotgun.SetActive(true);
             Sword.SetActive(false);
             Bow.SetActive(false);
+            return;
         }
         if (Input.GetKeyDown("3") && Player.sword == 1)
         {
@@ -45,6 +47,7 @@ public class WeaponHandling : MonoBehaviour
             Shotgun.SetActive(false);
             Bow.SetActive(false);
             Sword.SetActive(true);
+            return;
         }
         if (Input.GetKeyDown("4") && Player.bow == 1)
         {
@@ -54,6 +57,7 @@ public class WeaponHandling : MonoBehaviour
             Shotgun.SetActive(false);
             Bow.SetActive(true);
             Sword.SetActive(false);
+            return;
         }
         // scroll change weapon
         if (weaponIdx==0 && Input.GetAxis("Mouse ScrollWheel") < 0f) // downward
@@ -66,6 +70,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(true);
                 Sword.SetActive(false);
                 Bow.SetActive(false);
+                return;
             }
             else if (Player.sword == 1)
             {
@@ -75,6 +80,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(true);
                 Bow.SetActive(false);
+                return;
             }
             else if (Player.bow == 1)
             {
@@ -85,9 +91,11 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(false);
                 Bow.SetActive(true);
+                return;
             }
             else {
                 weaponIdx = 0;
+                return;
             }
         }
         //upward
@@ -101,6 +109,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(false);
                 Bow.SetActive(true);
+                return;
             }
             else if (Player.sword == 1)
             {
@@ -110,6 +119,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(true);
                 Bow.SetActive(false);
+                return;
             }
             else if (Player.shotgun == 1)
             {
@@ -119,10 +129,12 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(true);
                 Sword.SetActive(false);
                 Bow.SetActive(false);
+                return;
             }
             else
             {
                 weaponIdx = 0;
+                return;
             }
         }
         // downward shotgun
@@ -136,6 +148,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(true);
                 Bow.SetActive(false);
+                return;
             }
             else if (Player.bow == 1)
             {
@@ -145,15 +158,18 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(false);
                 Bow.SetActive(true);
+                return;
             }
             else
             {
+                Debug.Log("Lol");
                 weaponIdx = 0;
                 Rifle.SetActive(true);
                 RifleEnd.SetActive(true);
                 Shotgun.SetActive(false);
                 Sword.SetActive(false);
                 Bow.SetActive(false);
+                return;
             }
         }
         // upward shotgun
@@ -165,6 +181,7 @@ public class WeaponHandling : MonoBehaviour
             Shotgun.SetActive(false);
             Sword.SetActive(false);
             Bow.SetActive(false);
+            return;
         }
         // downward sword
         if (weaponIdx == 2 && Input.GetAxis("Mouse ScrollWheel") < 0f)
@@ -177,6 +194,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(false);
                 Bow.SetActive(true);
+                return;
             }
             else
             {
@@ -186,6 +204,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(false);
                 Bow.SetActive(false);
+                return;
             }
         }
         // upward sword
@@ -199,6 +218,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(true);
                 Sword.SetActive(false);
                 Bow.SetActive(false);
+                return;
             }
             else
             {
@@ -208,6 +228,7 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(false);
                 Bow.SetActive(false);
+                return;
             }
         }
         // downward bow
@@ -219,6 +240,7 @@ public class WeaponHandling : MonoBehaviour
             Shotgun.SetActive(false);
             Sword.SetActive(false);
             Bow.SetActive(false);
+            return;
         }
         // upward bow
         if (weaponIdx == 3 && Input.GetAxis("Mouse ScrollWheel") > 0f)
@@ -231,15 +253,25 @@ public class WeaponHandling : MonoBehaviour
                 Shotgun.SetActive(false);
                 Sword.SetActive(true);
                 Bow.SetActive(false);
+                return;
             }
-            else
-            {
+            else if (Player.shotgun == 1) {
+                weaponIdx = 1;
+                Rifle.SetActive(false);
+                RifleEnd.SetActive(false);
+                Shotgun.SetActive(true);
+                Sword.SetActive(false);
+                Bow.SetActive(false);
+                return;
+            }
+            else {
                 weaponIdx = 0;
                 Rifle.SetActive(true);
                 RifleEnd.SetActive(true);
                 Shotgun.SetActive(false);
                 Sword.SetActive(false);
                 Bow.SetActive(false);
+                return;
             }
         }
     }