## Clip Guns

### What are Clip Guns?

Quite simple really, Clip guns are weapons with reloadable ammo clips. In normal Unreal, you can just keep firing until you completely run out of ammo (except for the Automag...) and you never have to reload your gun. Clip Guns are the basic concept of adding the ability (and need) to reload the gun in between firing.

### Different Types Of Clip Guns

Different types? WTF?

Playing Unreal and the variously existing mods, you may here and there come across a gun that requires reloading. However, if you watch closely, the technical and playable details about the reload is not always precisely the same.

For example, in both mods "Serpentine" and "Infiltration" you need to reload your guns, however, in Infiltration you throw the clip away - with any remaining ammo inside it being LOST - while in Serpentine you add in as many bullets into the existing clip until it is full again!

This is just ONE example, I will be listing the differently supported features now and also make examples as to where they apply (as seen in MODs):

- Clip Weapon
  The only weapon with ammo clips at all in normal Unreal is the Automag, all other weapons are no "clip weapons". In "real weapon mods" like "Infiltration" or "Serpentine", practically all weapons are "clip weapons".
- Clip Holds Ammo
  This applies to no gun at all in normal Unreal. The Automag has clips, but ammo is always directly reduced from your ammo stock, not the clip. The clip for the Automag is fake in that way, that the Automag simply plays a reload animation after 20 shots but there is no real point to it.
  In Infiltration or Serpentine, all clip weapons are "real" so that the clip truly holds the ammo. So if you fire, ammo is deducted from the current clip, not the complete ammo stock. If your clip is reloaded, ammo is physically transferred from your ammo stock into the clip - thus, the clip holds ammo. When firing you will notice only the number of bullets in your CLIP run lower, your total ammo will stay the same (not so with the Automag).
- Clip Waste
  This is the difference between "throwing away the half-empty ammo clip" thereby LOSING all remaining bullets it holds (ClipWaste), or "adding new bullets until clip is full" (no ClipWaste).
  Serpentine weapons always have no clipwaste while Infiltration weapons have (except for the Benelli shotgun which is reloaded 1 shell at a time).
  In theory it is possible to set "Clip Holds No Ammo" and "Clip Waste", however that would be extremely stupid, as reloading would then deduct the number of bullets currently in the clip from your ammo stock, and then just reset the counter to full.
  Whether or not your weapons are "Clip Wasters" should determine a little bit when to reload your weapon. In Serpentine it is wise to keep as many bullets in your clips as possible at all times. In Infiltration, you may, however, want to conserve ammo. If you only fired 5 shots from a 30 bullet clip, reloading would make you throw away 25 bullets! That may be a problem if ammo is scarce...
- Autoreload - Switch
  This only applies to the "Automag", since it is a fake clip gun anyway. When you fire a few shots with the mag, switch to another gun and then switch back to the Automag, you will find you can again fire 20 shots with it in a row, so obviously, the shotcounter was reset. In our terms, the clip was silently reloaded on switching. No real gun does that, so if you ever play with "real" Clip Guns in Unreal, never expect this.
- Autoreload - Empty
  Whether or not the gun reloads automatically after firing its current clip empty or not. In Infiltration this is settable I believe. Most players have it on Autoreload because the "Reload Button" sometimes stops functioning, so the only way to reload the gun is then to shoot out the remaining bullets.
  In Serpentine, guns never autoreload, you are supposed to do this yourself as in "real life".
- ClipSize / ClipSizeForceable
  ClipSize is the normal amount of bullets that you can put into a clip to make it 100% full. Serpentine tought us, that you can "squeeze in another bullet" in some weapon clips, thus filling it over 100%. To do that, just hit your reload again when the clip is already full. If the weapon accepts an extra bullet, we are talking about a "ClipSizeForceable" because you could force another bullet into it (ClipSizeForceable = ClipSize+1 in Serpentine sometimes). Naturally this only works WITHOUT CLIP WASTE because if you threw away the clip you could never fill it over 100%.

All of these features are supported in general now by UTeamFix. 2 mutators come along to demonstrate.

### The (Anti)ClipGuns mutators

These 2 mutators come as standard with UTF-10. Clip Guns will add clips to all normal guns, Anti Clip Guns will do the opposite, and remove clips from guns which have them.

So logically, Anti Clip Guns is pretty useless in normal Unreal, because the only affected gun by it would be the Automag which is a fake clip gun only anyway. However, take the Serpentine Game Bridge and add this mutator and you will find you no longer have to reload your "real guns" :-O If you play Serpentine MonsterMash, clips are removed automatically.

The Clip Gun mutator is just a little demonstration, when used on normal Unreal weapons you will find you have to reload your Rifle, ASMD etc etc... Reloading is pretty fast, so there is not REALLY that much of a point to playing this way, but it was included to demonstrate the feature which is often used as base for mods.

The command in UTeamFix to reload a weapon is UTF_ReloadWeapon.

If you use Game Bridges that add in clip weapons from other mods, you will usually be able to use the UTeamFix command -OR- the old mod's command to reload your weapons - yes yes, both should work interchangeably!