History Main / OneBulletClips

26th Jun '16 8:45:33 PM Shishkahuben
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* In ''VideoGame/TeamFortress2'', it's generally played straight, with one exception: the Scout's Force-A-Nature has a 2-round capacity, and if you reload after only firing one shot, you lose the other one. This is definitely intended by Valve, as an attribute in the game files sets "scattergun no reload single" to 1.



* ''VideoGame/{{Homefront}}'' plays it straight.
* In ''VideoGame/CryOfFear'' any magazine-based weapon loses all bullets in the mag when reloaded. Of course, Simon is a disturbed teenager, not a soldier. Given his already remarkable proficiency with the weapons, he can be forgiven for not thinking of simply saving the magazines and manually topping them up from each other. The exception is the shotgun, which is reloaded one shell at a time; the revolver and hunting rifle, however, also lose every bullet from the current clip on reloading even though they also are reloaded one round at a time.[[note]]For the revolver, at least, this is explained in that Simon dumps all the rounds from the cylinder like with the mag-fed weapons, but the rifle has no such excuse - at ''best'', it should only lose the round currently in the chamber when he opens it up to put new rounds in.[[/note]]

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%% * ''VideoGame/{{Homefront}}'' plays it straight.
* In ''VideoGame/CryOfFear'' any magazine-based weapon loses all bullets in the mag when reloaded. Of course, Simon is a disturbed teenager, not a soldier. Given his already remarkable proficiency with the weapons, he can be forgiven for not thinking of simply saving the magazines and manually topping them up from each other. The exception is the shotgun, which is reloaded one shell at a time; the revolver and hunting rifle, however, also lose every bullet from the current clip on reloading even though they also are reloaded one round at a time.[[note]]For the revolver, at least, this is explained in that Simon dumps all the rounds from the cylinder like with the mag-fed weapons, but the rifle has no such excuse - at ''best'', it should only lose the round currently in the chamber when he opens it up to put new rounds in.[[/note]]
straight.



* ''VideoGame/KillingFloor2'' averts this. Reloading an empty magazine will play an animation where the magazine is reloaded normally. Reloading when the magazine still has bullets will play a different animation where the used magazine is stored and replaced. Attempting to reload when the magazine is full will play a third, much shorter animation, but will not affect the remaining ammunition.



* ''VideoGame/SWAT4'' is one of the very few FPS games that averts this trope. For all weapons that have detachable magazines, the player has a set number of mags and the game keeps track of how many rounds are in each one. Reloading while your gun still has ammo in it will result in a "tactical reload" in which a fresh mag will be inserted, while the old mag will be kept with however many rounds are still remaining for later use. Reloading when you gun is empty will result in the empty mag being discarded.

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* ''VideoGame/SWAT4'' is one of the very few FPS games that averts this trope. For all weapons that have detachable magazines, the player has a set number of mags and the game keeps track of how many rounds are in each one. Reloading while your gun still has ammo in it will result in a "tactical reload" in which a fresh mag will be inserted, while the old mag will be kept with however many rounds are still remaining for later use. Reloading when you gun is empty will result in the empty mag being discarded.



* In the ''VideoGame/{{Fallout}}'' series, you can always reload the exact number of bullets needed directly from your inventory, never spending a magazine. This is made even more confusing by the icons for ammunition items in one's inventory, many of which ambiguously feature a container of loose bullets, chains of linked cartridges, and partly loaded magazines that look like they could fit in one or two of the many weapons that will take a given type of ammunition.

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* In the ''VideoGame/{{Fallout}}'' series, you can always reload the exact number of bullets needed directly from your inventory, never spending a magazine. This is made even more confusing by the icons for ammunition items in one's inventory, many of which ambiguously feature a container of loose bullets, chains of linked cartridges, and partly loaded magazines that look like they could fit in one or two of the many weapons that will take a given type of ammunition.



*** Special mention must got to the highly UnorthodoxReload of the long-barreled, scoped [[HandCannon Desert Eagle]]. [[GoodBadBugs Due to a glitch]], rather than inserting just a magazine Snake mimes reloading with a whole other gun which he places into the space occupied by the first.
*** Also actually averted by the Type 17 pistol, which required a speedloader to reload. You cannot reload it unless your entire mag is empty.

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*** Special mention must got to the highly UnorthodoxReload of the long-barreled, scoped [[HandCannon Desert Eagle]]. [[GoodBadBugs Due to a glitch]], rather than inserting just a magazine Snake mimes reloading with a whole other gun which he places into the space occupied by the first.
*** Also actually averted by the Type 17 pistol, which required a speedloader to reload. You cannot reload it unless your entire mag is empty.



* Averted in the original ''Franchise/ResidentEvil'' games, where your character will not go through a reload animation without first emptying the magazine. To reload a partially loaded gun, you must access the inventory screen and combine your ammo with the gun.
** ''VideoGame/ResidentEvil6'' still follows this trope. It does get a little odd at times, like Leon reloading both of the Wing Shooters even though he only shot one bullet from one of the guns. Or Helena completely emptying the Triplebarrel to reload less than 3 shells.
** Interestingly enough, in the ''VideoGame/ResidentEvilOutbreak'' spinoffs, characters find both filled magazines and individual shells, and if you reload using the latter, your character has to reload each shell individually. Magazines can be used to reload instantly, but only when the weapon is empty.
** This happens a lot with shotguns in third-person shooters. For example, in ''VideoGame/ResidentEvil4'' Leon always loads two shells into his shotgun(s), regardless of how many shells you actually load with it ({{egregious}} in the case of the Striker, which, when fully upgraded, can hold a staggering 100 shells, but still only needs two to fully reload).
*** Speaking of ''[=RE4=]'', this is also averted with the HandCannon: Leon is shown loading three shells into the chamber when he reloads, which is the number of bullets the gun actually holds. Upgrading its capacity at all makes him start using speedloaders instead.
*** Furthermore, in ''[=RE4=]'' Leon picks up loose bullets as opposed to actual magazines and clips. Since he carries these in boxes, and doesn't have any magazines in his inventory, it's unknown where he gets the magazines from. Although, having to watch Leon load 15 individual bullets into a magazine would get extremely aggravating.
* ''VideoGame/CallOfCthulhuDarkCornersOfTheEarth'' plays this beyond straight: any weapon can be reloaded at any point by removing its magazine (or clip, or shells, etc.) and putting a new one in, even if the weapon is already full.

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* Averted in the original ''Franchise/ResidentEvil'' games, where your character will not go through a reload animation without first emptying the magazine. To reload a partially loaded gun, you must access the inventory screen and combine your ammo with the gun.
** ''VideoGame/ResidentEvil6'' still follows this trope. It does get a little odd at times, like Leon reloading both of the Wing Shooters even though he only shot one bullet from one of the guns. Or Helena completely emptying the Triplebarrel to reload less than 3 shells.
** Interestingly enough, in the ''VideoGame/ResidentEvilOutbreak'' spinoffs, characters find both filled magazines and individual shells, and if you reload using the latter, your character has to reload each shell individually. Magazines can be used to reload instantly, but only when the weapon is empty.
** This happens a lot with shotguns in third-person shooters. For example, in ''VideoGame/ResidentEvil4'' Leon always loads two shells into his shotgun(s), regardless of how many shells you actually load with it ({{egregious}} in the case of the Striker, which, when fully upgraded, can hold a staggering 100 shells, but still only needs two to fully reload).
*** Speaking of ''[=RE4=]'', this is also averted with the HandCannon: Leon is shown loading three shells into the chamber when he reloads, which is the number of bullets the gun actually holds. Upgrading its capacity at all makes him start using speedloaders instead.
*** Furthermore, in ''[=RE4=]'' Leon picks up loose bullets as opposed to actual magazines and clips. Since he carries these in boxes, and doesn't have any magazines in his inventory, it's unknown where he gets the magazines from. Although, having to watch Leon load 15 individual bullets into a magazine would get extremely aggravating.
* ''VideoGame/CallOfCthulhuDarkCornersOfTheEarth'' plays takes this beyond straight: UpToEleven: any weapon can be reloaded at any point by removing its magazine (or clip, or shells, etc.) and putting a new one in, even if the weapon is already full.



* ''VideoGame/DirgeOfCerberus'' had a peculiar case... the Giant Hydra, final form of the [[SniperRifle Hydra]] if you choose to upgrade it through the power route, could take down just about any common enemy with a single shot...and then reload, since you cannot load more than a single bullet inside at a time; literal one bullet clip.
* ''VideoGame/GearsOfWar'' takes this to baffling levels because of its "Active Reload" mechanic. Reloading a gun starts a slide that takes a few seconds, but stopping the slide in a thin bar will reload faster. Missing the bar will cause the gun to jam, making the reload take longer than simply waiting. However, hitting a small area inside the bar will trigger a "Perfect Reload," which will bestow bonuses (typically to some combination of damage, rate of fire, recoil reduction, effective range, or shot prep time on some heavy weapons)--but only to the bullets it actually replaced. This means that doing a mid-mag perfect reload will show the character ejecting a magazine and replacing it with another, but only bestows the bonus to as many bullets within the new magazine as were absent from the previous one. The first two games overwrote previous Perfect Reloads whenever a new reload was attempted (i.e., 8 perfectly reloaded rounds left in a 30 round mag will leave a mag with 22 perfectly reloaded rounds after another Perfect Reload), while the third allows all Perfectly Reloaded bullets to keep the bonus until they are fired or it expires. YMMV on which of these models makes more sense.
** That's right, the bonus from reloading your gun harder expires. But that's another can of worms entirely.

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* ''VideoGame/DirgeOfCerberus'' had a peculiar case... the Giant Hydra, final form of the [[SniperRifle Hydra]] if you choose to upgrade it through the power route, could take down just about any common enemy with a single shot...and then reload, since you cannot load more than a single bullet inside at a time; literal one bullet clip.
* ''VideoGame/GearsOfWar'' takes this to baffling levels because of its "Active Reload" mechanic. Reloading a gun starts a slide that takes a few seconds, but stopping the slide in a thin bar will reload faster. Missing the bar will cause the gun to jam, making the reload take longer than simply waiting. However, hitting a small area inside the bar will trigger a "Perfect Reload," which will bestow bonuses (typically to some combination of damage, rate of fire, recoil reduction, effective range, or shot prep time on some heavy weapons)--but only to the bullets it actually replaced. This means that doing a mid-mag perfect reload will show the character ejecting a magazine and replacing it with another, but only bestows the bonus to as many bullets within the new magazine as were absent from the previous one. The first two games overwrote previous Perfect Reloads whenever a new reload was attempted (i.e., 8 perfectly reloaded rounds left in a 30 round mag will leave a mag with 22 perfectly reloaded rounds after another Perfect Reload), while the third allows all Perfectly Reloaded bullets to keep the bonus until they are fired or it expires. YMMV on which of these models makes more sense.
** That's right, the bonus from reloading your gun harder expires. But that's another can of worms entirely.
expires.



* ''VideoGame/TheGodfather: The Game'' plays this fully straight.

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%% * ''VideoGame/TheGodfather: The Game'' plays this fully straight.



* ''VideoGame/GrandTheftAuto'' plays this straight as well.
** ''VideoGame/GrandTheftAutoV'': The reload animation for the pump, sawn-off, and bullpup shotguns shows the player inserting only one shell, regardless of how many the player fired.
* ''VideoGame/{{Stalker}}: Shadow of Chernobyl'' follows this trope with the player's weapons, with a few exceptions; most notably, switching ammo types with the shotgun requires the player to manually unload the tube magazine in the inventory menu. Enemy weapons are a mixed bag; the player has to unload actual guns manually rather than removing and hoovering up magazines with their shoes, but the rest of an enemy's ammo is simply depicted as boxes of bullets or shells.
** You can also use it to use a mixed load. For example, the shotguns can often use the regular pellet shells, a dart shell and a slug. If you take the time to juggle it, you can have it so your gun is loaded with one type, then the next, then the last type, and so on.

to:

%% * ''VideoGame/GrandTheftAuto'' plays this straight as well.
** * ''VideoGame/GrandTheftAutoV'': The reload animation for the pump, sawn-off, and bullpup shotguns shows the player inserting only one shell, regardless of how many the player fired.
* ''VideoGame/{{Stalker}}: Shadow of Chernobyl'' follows this trope with the player's weapons, with a few exceptions; most notably, switching ammo types with the shotgun requires the player to manually unload the tube magazine in the inventory menu. Enemy weapons are a mixed bag; the player has to unload actual guns manually rather than removing and hoovering up magazines with their shoes, but the rest of an enemy's ammo is simply depicted as boxes of bullets or shells.
** You can also use it to use a mixed load. For example, the shotguns can often use the regular pellet shells, a dart shell and a slug. If you take the time to juggle it, you can have it so your gun is loaded with one type, then the next, then the last type, and so on.




to:

* In ''VideoGame/TeamFortress2'', it's generally played straight, with one exception: the Scout's Force-A-Nature has a 2-round capacity, and if you reload after only firing one shot, you lose the other one. This is definitely intended by Valve, as an attribute in the game files sets "scattergun no reload single" to 1.
* ''VideoGame/SWAT4'' averts this as a game mechanic. For all weapons that have detachable magazines, the player has a set number of mags and the game keeps track of how many rounds are in each one. Reloading while your gun still has ammo in it will result in a "tactical reload" in which a fresh mag will be inserted, while the old mag will be kept with however many rounds are still remaining for later use. Reloading when you gun is empty will result in the empty mag being discarded.
* ''VideoGame/KillingFloor2'' averts this. Reloading an empty magazine will play an animation where the magazine is reloaded normally. Reloading when the magazine still has bullets will play a different animation where the used magazine is stored and replaced. Attempting to reload when the magazine is full will play a third, much shorter animation, but will not affect the remaining ammunition.
* In ''VideoGame/CryOfFear'' any magazine-based weapon loses all bullets in the mag when reloaded. Of course, Simon is a disturbed teenager, not a soldier. Given his already remarkable proficiency with the weapons, he can be forgiven for not thinking of simply saving the magazines and manually topping them up from each other. The exception is the shotgun, which is reloaded one shell at a time; the revolver and hunting rifle, however, also lose every bullet from the current clip on reloading even though they also are reloaded one round at a time.[[note]]For the revolver, at least, this is explained in that Simon dumps all the rounds from the cylinder like with the mag-fed weapons, but the rifle has no such excuse - at ''best'', it should only lose the round currently in the chamber when he opens it up to put new rounds in.[[/note]]





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** Also in ''VideoGame/MetalGearSolid4GunsOfThePatriots'' is the Type 17 pistol, which required a speedloader to reload. You cannot reload it unless your entire mag is empty.





to:

* Averted in the original ''Franchise/ResidentEvil'' games, where your character will not go through a reload animation without first emptying the magazine. To reload a partially loaded gun, you must access the inventory screen and combine your ammo with the gun.
** ''VideoGame/ResidentEvil6'' still follows this trope. It does get a little odd at times, like Leon reloading both of the Wing Shooters even though he only shot one bullet from one of the guns. Or Helena completely emptying the Triplebarrel to reload less than 3 shells.
** Interestingly enough, in the ''VideoGame/ResidentEvilOutbreak'' spinoffs, characters find both filled magazines and individual shells, and if you reload using the latter, your character has to reload each shell individually. Magazines can be used to reload instantly, but only when the weapon is empty.
** This happens a lot with shotguns in third-person shooters. In ''VideoGame/ResidentEvil4'' Leon always loads two shells into his shotgun(s), regardless of how many shells you actually load with it. Especially in the case of the Striker, which, when fully upgraded, can hold a staggering 100 shells, but still only needs two to fully reload).
*** Speaking of ''[=RE4=]'', this is also averted with the HandCannon: Leon is shown loading three shells into the chamber when he reloads, which is the number of bullets the gun actually holds. Upgrading its capacity at all makes him start using speedloaders instead.
*** Furthermore, in ''[=RE4=]'' Leon picks up loose bullets as opposed to actual magazines and clips. Since he carries these in boxes, and doesn't have any magazines in his inventory, it's unknown where he gets the magazines from. Although, having to watch Leon load 15 individual bullets into a magazine would get extremely aggravating.





to:

* ''VideoGame/{{Stalker}}: Shadow of Chernobyl'' follows this trope with the player's weapons, with a few exceptions; most notably, switching ammo types with the shotgun requires the player to manually unload the tube magazine in the inventory menu. Enemy weapons are a mixed bag; the player has to unload actual guns manually rather than removing and hoovering up magazines with their shoes, but the rest of an enemy's ammo is simply depicted as boxes of bullets or shells.
** You can also use it to use a mixed load. For example, the shotguns can often use the regular pellet shells, a dart shell and a slug. If you take the time to juggle it, you can have it so your gun is loaded with one type, then the next, then the last type, and so on.

9th Jun '16 1:17:57 AM Ohio9
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''VideoGame/SWAT4'' is one of the very few FPS games that averts this trope. For all weapons that have detachable magazines, the player has a set number of mags and the game keeps track of how many rounds are in each one. Reloading while your gun still has ammo in it will result in a "tactical reload" in which a fresh mag will be inserted, while the old mag will be kept with however many rounds are still remaining for later use. Reloading when you gun is empty will result in the empty mag being discarded.

to:

* ''VideoGame/SWAT4'' is one of the very few FPS games that averts this trope. For all weapons that have detachable magazines, the player has a set number of mags and the game keeps track of how many rounds are in each one. Reloading while your gun still has ammo in it will result in a "tactical reload" in which a fresh mag will be inserted, while the old mag will be kept with however many rounds are still remaining for later use. Reloading when you gun is empty will result in the empty mag being discarded.
9th Jun '16 1:16:37 AM Ohio9
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to:

''VideoGame/SWAT4'' is one of the very few FPS games that averts this trope. For all weapons that have detachable magazines, the player has a set number of mags and the game keeps track of how many rounds are in each one. Reloading while your gun still has ammo in it will result in a "tactical reload" in which a fresh mag will be inserted, while the old mag will be kept with however many rounds are still remaining for later use. Reloading when you gun is empty will result in the empty mag being discarded.
10th May '16 1:35:09 PM M808V
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to:

** Taken to its extreme with the addon Mag System for Customizable Weaponry 2.0, in which you have to allocate magazine, reload them individually and can only use the remaining bullets in magazines.
24th Apr '16 6:35:49 PM caivu
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--> '''Christopher Odd''', [[https://www.youtube.com/watch?list=PLj_Goi54wf0eI9TaYBxbrRrqDi3hCdPMr&feature=player_detailpage&v=B63D1NXieS8&t=957 reloading his empty revolver with his last remaining round]] in ''VideoGame/BlackMesa''

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--> '''Christopher Odd''', '''LetsPlay/ChristopherOdd''', [[https://www.youtube.com/watch?list=PLj_Goi54wf0eI9TaYBxbrRrqDi3hCdPMr&feature=player_detailpage&v=B63D1NXieS8&t=957 reloading his empty revolver with his last remaining round]] in ''VideoGame/BlackMesa''
9th Apr '16 3:54:22 PM Kadorhal
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* If you toss your magazine in the ''VideoGame/GhostRecon'' series, kiss it goodbye. The tutorial at the beginning of the first game actually makes a point of saying that it is better to sacrifice a few bullets and reload than to have a magazine run out in the middle of a fight. However, there is no animation for racking the charging handle of an automatic weapon, regardless of whether or not there were any bullets left in the magazine, nor do you get to keep an extra round in the chamber if you reload early. ''Future Soldier'' instead plays this straight, where even the added charging handle animations for empty reloads don't play much into it (excluding those for bolt-action weapons, they always take half a second at best).

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* If you toss your magazine in the original ''VideoGame/GhostRecon'' series, (at least the console version), kiss it goodbye. The tutorial at the beginning of the first game actually makes a point of saying that it is better to sacrifice a few bullets and reload than to have a magazine run out in the middle of a fight. However, there is no animation for racking the charging handle of an automatic weapon, regardless of whether or not there were any bullets left in the magazine, nor do you get to keep an extra round in the chamber if you reload early. The PC version instead plays this in the same manner as ''Rainbow Six'', where half-empty mags will be put in the back of a queue and may be reloaded later if you go through a lot of ammo across the mission. ''Future Soldier'' instead plays this straight, where even the added charging handle animations for empty reloads don't play much into it (excluding those for bolt-action weapons, they always take half a second at best).
19th Mar '16 6:04:40 PM VutherA
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Added DiffLines:

*** Gearbox's ''VideoGame/{{Battleborn}}'' has some characters with passive effects that have fun with the players' tendencies with regards to this trope - Oscar Mike's first half of his assault rifle's magazine do extra damage, encouraging the player to act regularly and reload often. Meanwhile, Mellka expels an energy blast when she reloads that does more damage based off how much ammunition was fired off and Ghalt's last 4 rounds in his magazine do extra damage to make the player think about not reloading immediately when they get a break.
2nd Mar '16 4:59:41 AM erforce
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* Averted in ''VideoGame/{{Condemned}}'', in which you simply can't reload guns. [[ThrowAwayGuns At all]]. Also, guns you scavenge off corpses will only be fully loaded if you managed to take their previous holder down before he could squeeze off a shot, otherwise they'll be down by the correct amount of bullets, or even empty (at this point enemies can reload their weapons, but this also means you're probably ''dead'').
** ''Condemned 2'', however, allows the player to scavenge ammo from dropped weapons and find ammo in supply lockers, but not carry reloads. This ultimately meant that the player had one magazine, and that was it. However, you can carry two weapons after a performance-based upgrade, in which case you ''can'' reload, but the ammo is taken out of the other gun, and only if it's the same type as your primary.
** ''Condemned 2'' also features an unlockable "FPS Mode", which [[GenreShift gives you weapons with infinite ammunition for each level]], but as in normal gameplay you cannot reload mid-magazine unless you find another copy of whatever weapon you have on the ground.

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* ''Condemned''
**
Averted in ''VideoGame/{{Condemned}}'', ''VideoGame/CondemnedCriminalOrigins'', in which you simply can't reload guns. [[ThrowAwayGuns At all]]. Also, guns you scavenge off corpses will only be fully loaded if you managed to take their previous holder down before he could squeeze off a shot, otherwise they'll be down by the correct amount of bullets, or even empty (at this point enemies can reload their weapons, but this also means you're probably ''dead'').
** ''Condemned 2'', ''VideoGame/Condemned2Bloodshot'', however, allows the player to scavenge ammo from dropped weapons and find ammo in supply lockers, but not carry reloads. This ultimately meant that the player had one magazine, and that was it. However, you can carry two weapons after a performance-based upgrade, in which case you ''can'' reload, but the ammo is taken out of the other gun, and only if it's the same type as your primary.
** *** ''Condemned 2'' also features an unlockable "FPS Mode", which [[GenreShift gives you weapons with infinite ammunition for each level]], but as in normal gameplay you cannot reload mid-magazine unless you find another copy of whatever weapon you have on the ground.
5th Jan '16 12:01:00 PM Kadorhal
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* The R8 Revolver in ''VideoGame/CounterStrike\'': Global Offensive has a chamber with space for 8 bullets. You only have 8 bullets of spare ammo, but reloading while not having used all bullets in the chamber makes it teleport to your spare ammo counter (and makes an additional autoloader appear out of thin air on your next reload). If you empty your chamber and reload, you'll load in a full autoloader with 8 bullets, but will only be able to fire as many as you have in your ammo counter.

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* The R8 Revolver in ''VideoGame/CounterStrike\'': ''VideoGame/CounterStrike: Global Offensive Offensive'' has a chamber with space for 8 bullets. You only have 8 bullets of spare ammo, but reloading while not having used all bullets in the chamber makes it teleport to your spare ammo counter (and makes an additional autoloader appear out of thin air on your next reload). If you empty your chamber and reload, you'll load in a full autoloader with 8 bullets, but will only be able to fire as many as you have in your ammo counter.
** The automatic CZ 75 was another example when it was first added. Like the R8, it only features one spare magazine to make it a "high-risk, high-reward" weapon, and that spare magazine is mounted as a foregrip on the front of the gun, which your character will detach and load after emptying the first mag. However, nothing is stopping you from reloading before emptying the gun, so you can switch to the fore-mounted magazine after three bullets - and before a patch added more animations to the weapon, reloading ''again'' after the first reload would have that magazine teleport back onto the front of the gun so you could reload with it again. A later update added a second reloading animation to the gun once the fore-mounted mag has been loaded, where the player will grab a new mag from their gear like with the other pistols.
17th Dec '15 3:08:34 PM MaskedDeath
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to:

* The R8 Revolver in ''VideoGame/CounterStrike\'': Global Offensive has a chamber with space for 8 bullets. You only have 8 bullets of spare ammo, but reloading while not having used all bullets in the chamber makes it teleport to your spare ammo counter (and makes an additional autoloader appear out of thin air on your next reload). If you empty your chamber and reload, you'll load in a full autoloader with 8 bullets, but will only be able to fire as many as you have in your ammo counter.
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