GallowsPole wrote...
I read it just fine. Again, I said ME devs changed it to their liking. Im giving you that. Im asking WHY does the mechanic exist in the first place as well as in other shooters. Those devs used it to their liking as well. But the fundamental programming is still is what it is. Just each dev changed it for their game. But the underlying programming is still similar. WHY?
Why? Because the underlying programming isn't similar at all? There isn't 1 way to code a reload sequence.
To give a simplified example, they are simple flags.
You could code based around a single flag system, which tells you:
Pressing reload starts a specific animation, when this animation ends the gun becomes reloaded.
Easiest system for a game that doesn't have cancelable animation states.
Resident evil 4 and 5 are good examples of this.
A double flag system, which tells you:
Pressing reload starts a specific animation and a timer, where the state of the gun is decided by the timer, regardless of what the animation dictates.
Resident evil 6 and Mass effect 3 are good examples of this.
Now either of these systems can be used with games that have cancelable animation states, but the second one is only required if you want a system that can have a reload state independant of the animation.
Now ask yourself why you'd put a programmer up to extra work if it isn't something intended by design?
Exactly..
Now there are many more possible systems besides these 2, gears in particular uses something else because it has values for jamming, fast reload and buffed reload.