// Update is called once per frame
    void Update()
    {
        if (currentequip != player.getEquipedWeapon() && (player.getEquipedWeapon() == 0 || player.wepInInv(player.getEquipedWeapon() - 1)))
        {
            currentequip = player.getEquipedWeapon();
            switch (currentequip)
            {
            case 0:
            {
                weaponList[0].SetActive(false);
                weaponList[1].SetActive(false);
                weaponList[2].SetActive(false);
                weaponList[3].SetActive(true);

                break;
            }

            case 1:
            {
                weaponList[0].SetActive(true);
                weaponList[1].SetActive(false);
                weaponList[2].SetActive(false);
                weaponList[3].SetActive(false);

                Debug.Log("ACTIVATING PISTOL");
                break;
            }

            case 2:
            {
                weaponList[0].SetActive(false);
                weaponList[1].SetActive(true);
                weaponList[2].SetActive(false);
                weaponList[3].SetActive(false);
                break;
            }

            case 3:
            {
                weaponList[0].SetActive(false);
                weaponList[1].SetActive(false);
                weaponList[2].SetActive(true);
                weaponList[3].SetActive(false);
                break;
            }
            }
        }


        //ANIMATION STUFF\\
        anim.SetBool("isShooting", player.shooting);
        anim.SetInteger("Weapon", currentequip);



        //ARM TRACKING\\
        arm = player.playerInputs.crosshair.transform.position - this.transform.position;
        if (!player.faceRight)
        {
            angle = Mathf.Atan2(-arm.y, -arm.x) * Mathf.Rad2Deg;
            this.transform.eulerAngles = new Vector3(180, 0, -angle + 180);
        }
        else
        {
            angle = Mathf.Atan2(arm.y, arm.x) * Mathf.Rad2Deg;
            this.transform.eulerAngles = new Vector3(0, 0, angle);
        }
    }