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In most First-Person Shooter and Third Person Shooter games, as well as certain other genres, the player is the only person in the world who is capable of running/walking and attacking at the same time. Everyone else, friends and allies, need to stop moving if they want to attack.
One specific variant rarely found in newer games also prevents enemies from performing any actions at all while being attacked (because their "flinch" animations interfered with their "firing" animations) or knocked off ledges, which allowed one to run up and wail on them using a melee weapon with impunity.
Another variation is where the enemy will have flinch animations, but continue firing anyway. This is even more jarring than the previous variation, what with soldiers having their guns pointed at the ground and you still taking shot damage.
One area in which this is typically applies to the player character to an extent is with scoped sniper weapons, in which one's aim will go all over the place if you move very much.
Also applies to several 2D games, stopping the player in their tracks when they take a shot (or swing a sword, whatever). The most common way around this is to attack while jumping.
Partly Truth in Television, as in real life, firing while on the move does limit the accuracy with which one can fire, particularly if that motion is faster than a slow walk. And it's indeed quite difficult to attack when you're being hit in the face. However, in reality a well-trained troop or law enforcement professional can maintain reasonable accuracy while moving at a brisk shuffle. And oftentimes; most people aren't trained like that.
Many newer games will simulate this with accuracy factors for weapons, where the shots travel somewhere within a cone that gets wider as the player moves faster (first popularized in Tom Clancy licenses, but now common). This has created a minor genre split between "tactical" shooters where players will slow down, crouch, or even go prone to increase accuracy, and "classic" shooters that concentrate on high mobility and fast aiming. Not really the same as I Just Shot Marvin in the Face
Examples:
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