diff --git a/[gameplay]/parachute2/client.lua b/[gameplay]/parachute2/client.lua
index 556bc0f50..d8b598244 100644
--- a/[gameplay]/parachute2/client.lua
+++ b/[gameplay]/parachute2/client.lua
@@ -60,7 +60,8 @@ local function handleParachuteLogic()
 
 		-- can we go to freefall/skydive
 		if (strPlayerState == "GROUND" and bHasParachute) then
-			fRotationX, fRotationY, fRotationZ = getElementRotation(localPlayer);
+			local _, _, fRotationZ_ = getElementRotation(localPlayer);
+			fRotationZ = fRotationZ_
 
 			if (not isPedOnGround(localPlayer) and not getPedContactElement(localPlayer)) then
 				if (fVZ < -0.1) then
@@ -228,7 +229,7 @@ local function handleParachuteLogic()
 			--]]
 
 			-- player opening parachute
-			if (getControlState(localPlayer, "fire") and strParachuteState == "READY") then
+			if (getPedControlState(localPlayer, "fire") and strParachuteState == "READY") then
 				strPlayerState = "ACTION";
 				setPedAnimation(localPlayer, "parachute", "para_open", -2, false, false, false, true);
 				setPedAnimationSpeed(localPlayer, "para_open", 8);
@@ -340,9 +341,8 @@ local function handleParachuteLogic()
 		end
 
 		-- player landed
-		if (strPlayerState == "LANDED") then
-
-		end
+		-- if (strPlayerState == "LANDED") then
+		-- end
 	end
 end
 addEventHandler("onClientRender", root, handleParachuteLogic);
@@ -361,8 +361,8 @@ function cleanupParachute(bLandedGood)
 	toggleControl("next_weapon", true);
 	toggleControl("previous_weapon", true);
 
-	if (not bLandedGood) then
+	-- if (not bLandedGood) then
 		-- todo: remove weapon from player via server
 		-- takeWeapon(client, 46);
-	end
-end
\ No newline at end of file
+	-- end
+end