public void SwitchWeaponTo(Transform wp, Vector3 pos, Quaternion rot) { WeaponInfo WeaponInf = wp.GetComponent <WeaponInfo>(); if (WeaponInf.WeaponType == "Primary" || WeaponInf.WeaponType == "Special") { if (PrimaryWeapon != "") { oldItem = CurrentWeapon.GetComponent <WeaponInfo>().w_Model; PrimaryWeapon = null; Transform oldGun = Instantiate(oldItem, pos, rot); oldGun.name = "item"; Destroy(CurrentWeapon.gameObject); } PrimaryWeapon = wp.name; WeaponInf.Player = transform; Transform newGun = Instantiate(wp, Hand); newGun.localPosition = WeaponInf.DefaultPosition; newGun.localRotation = Quaternion.Euler(WeaponInf.DefaultRotation.x, WeaponInf.DefaultRotation.y, WeaponInf.DefaultRotation.z); newGun.name = WeaponInf.WeaponName; CurrentWeapon = newGun; WeaponInf.Draw(); AmmoReserve = WeaponInf.AmmoType; newGun.GetComponent <Animation>().Play(WeaponInf.WeaponName + "_draw"); } }