firearms detail (Firearms)
Firearms
A firearm is only ever loaded with real, physical ammunition -- loose
rounds, loose shotgun shells, or a magazine/drum, all of which are
carryable objects you can pick up, drop, or trade like anything else.
There is no abstract "ammo count" separate from that physical object.
Loading and unloading
load <weapon> with <ammo>
reload <weapon> with <ammo>
unload <weapon>
`load` and `reload` do the same thing for cylinders, break-action
chambers, tubes, and belts: they insert exactly ONE round or shell per
use. Use the command again to load the next chamber, tube position, or
belt link -- reloading a revolver does not fill every chamber at once.
For a weapon that takes a detachable magazine or drum, `load` will
refuse if one is already seated -- you have to `unload` first, or use
`reload <weapon> with <new magazine>` to explicitly swap it. The old
magazine, however full or empty it was, comes back to your hands
exactly as it was. It is never dropped, destroyed, or silently ejected.
`unload` always returns everything currently loaded -- rounds, shells,
or a magazine/drum -- to your inventory as real objects.
Loose ammunition vs. magazines
Pistol and rifle rounds, and shotgun shells, can be carried loose (one
stack item representing many identical units) or pre-loaded into a
magazine or drum. A partially-fired magazine remains a real object at
whatever count it's at -- there's no "topping off" a magazine outside
combat by any means this game currently exposes.
Fire modes
firemode <weapon>
firemode <weapon> = <mode>
With no mode given, this shows the weapon's current selection and
every mode it can currently use (semi, burst, auto, or single-action
only, depending on the weapon). A physical modification can add or
remove available modes on the SAME weapon -- what you see always
reflects what's actually installed right now.
Checking a weapon's status
weaponstatus <weapon>
Shows readiness, loaded ammunition, selected fire mode, jam state,
and installed modifications. A short summary also appears on `look`/
`examine` for anything carried that has an ammunition feed.
See also:
help weapon modifications
help smartlink
help smart magazine
Combat
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Aikijutsu
Armor System
Blades And Melee Weapons
Bows And Crossbows
Called Shots
Combat System
Cross-Room Fire
Dirty Fighting
Firearms
Grappling And Proximity
Krav Maga
Muay Thai
Natural Weapons
Savate
Smart Magazine
Smartlink
Sniping
Suppressors
Tae Kwon Do
Taijitsu
Throwing
Throwing And Explosives
Weapon Handling
Weapon Modifications