User:Ultimate94ninja

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In GTA III

 * Pistol: Incorrectly referred to as "nine" by some characters in-game; the real M1911A1 is chambered in .45 ACP.
 * Pump Shotgun: Incorrectly needs only to be pumped, and never seen being reloaded.
 * AK-47: Despite being referred to as such in-game, it is actually modeled after the Romanian WASR-2 clone. Furthermore, the reloading animation erroneously depicts the charging handle as being on the left side instead of the right.
 * M16: Despite being referred to as such in-game, it is actually modeled after the ArmaLite AR-10. Furthermore, it is erroneously cocked from left side instead of the rear.
 * Sniper Rifle: Incorrectly needs only to be bolt cycled, and never seen being reloaded.
 * Rocket Launcher: Being an M72 LAW in-game, it is incorrectly treated as being reloadable; the real one can only be used once.

In GTA Vice City

 * Pistol: The in-game M1911A1 model has a standard single-stack magazine, which is not able to have a high ammo capacity like the one in-game; a long projecting magazine should be used instead.
 * Python: An empty shell is incorrectly shown being ejected after each shot, which shouldn't be the case on revolvers.
 * Pump Shotgun: Same reasoning as in GTA III.
 * Stubby Shotgun: Same reasoning as the Pump Shotgun.
 * SPAS-12: Since it is used in semi-auto mode, it should be cocked when reloading by using the charging handle at the right side of the weapon, not the pumping handle (which would be locked if the SPAS-12 is used in semi-auto). Furthermore, for some reason, it erroneously seen being pumped after firing (when interrupting a firing process).
 * MAC-10: The HUD icon shows a Micro Uzi instead of a MAC-10.
 * MP5: Despite being referred to as "MP" in-game, it looks more like the civilian HK94A3 variant converted to full-auto fire.
 * Ruger: The reloading animation erroneously depicts the charging handle as being on the left side instead of the right.
 * M4: Despite being referred to as such in-game, it is actually a Colt Model 733. While the Model 733's presence is accurate in the game, an actual M4 would be anachronistic, since this variant was produced in 1994 (although early M4 prototypes existed during the game's period). Moreover, the front sight is modeled-on backwards, and the weapon is erroneously cocked from left side instead of the rear.
 * Sniper Rifle: Same reasoning as in GTA III.
 * Laser Sniper: It is anachronistic to the game, since the real SR9(T) was introduced in 1990; another variant such as the PSG-1 or the MSG90 would be more appropriate.
 * M60: The reloading animation erroneously depicts the charging handle as being on the left side instead of the right.
 * Minigun: Contrary to what many movies and video games suggest, using a man-portable/hand-held minigun is extremely impractical in reality, not to mention that the heavy power supply that would allow it to fire isn't seen in-game.

In GTA San Andreas

 * Pistol: Same reasoning as in Vice City regarding the magazine model, and the weapon is incorrectly referred to as "9mm", whereas the real M1911A1 is chambered in .45 ACP. Furthermore, the HUD icon shows a Glock 17 instead.
 * Silenced Pistol: Same erroneous caliber and magazine model as the non-silenced variant, as well as the HUD icon showing a silenced Glock 17 instead of an M1911A1.
 * Pump Shotgun: Same reasoning as in previous games.
 * Sawn-off Shotgun: An empty shell is incorrectly shown being ejected after each shot, which shouldn't be the case on such a double-barreled shotgun.
 * SPAS-12: It should be cocked with the charging handle for the semi-auto fire, not the pumping handle.
 * Micro SMG: The HUD icon shows a MAC-10 instead of a Micro Uzi.
 * MP5: Same reasoning as in Vice City regarding the HK94A3.
 * AK-47: Despite being referred to as such in-game, it is actually modeled after the chinese Norinco Type 56 clone. Furthermore, like in previous games, it is cocked from left side instead of the right.
 * M4: Exactly the same reasoning as in Vice City.
 * Country Rifle: Incorrectly needs only to be lever cycled, and never seen being reloaded.
 * Sniper Rifle: Same reasoning as in previous games. Furthermore, the HUD icon shows a PSG-1 instead of a Remington 700.
 * Minigun: Same reasoning as in Vice City.

In GTA Liberty City Stories

 * Python: Same reasoning as in Vice City.
 * Pump Shotgun: It is modeled after an Over and Under Shotgun, which shouldn't be pump-action, but break-action (semi-automatic) instead (with a two-round capacity).
 * Stubby Shotgun: Same reasoning as in Vice City.
 * AK-47: Like in previous games, it is cocked from left side instead of the right.
 * M4: It is actually a Colt Model 733 like in the two previous games, and the front sight is modeled-on backwards. Again it is cocked from left side instead of the rear.
 * Sniper Rifle: Same reasoning as in previous games.
 * Laser Sniper: The HUD icon shows the original PSG-1 instead of the in-game SR9(T) modification.
 * M60: Same reasoning as in Vice City.
 * Minigun: Same reasoning as in previous games.

In GTA Vice City Stories

 * Pistol: Being a Beretta with a 17-round magazine, it should have have a deeper base than the one on the 15-round model in the game (furthermore, the Beretta's 17-round magazines were not in existence during the game's setting).
 * The stainless steel version seen in the intro cutscene of "Nice Package" is anachronistic, since the Inox variant of the Beretta 92FS was introduced in 1990
 * Python: Same reasoning as in previous games.
 * Pump Shotgun: Same reasoning as in Liberty City Stories.
 * Stubby Shotgun: Same reasoning as in previous games.
 * SPAS-12: Exactly the same reasoning as in Vice City.
 * MP5: It appears to be the SP89 variant (converted to full-auto), which is anachronistic to the game, since the weapon was made in 1989; the MP5K (or simply the standard MP5) would be more appropriate.
 * AK-47: Same reasoning as in Liberty City Stories.
 * M16: Erroneously referred to as "M4" by Lance Vance (which would be anachronistic), and still cocked from the left instead of the rear. Furthermore, it is modeled with a 20-round magazine, whereas the weapon in-game has a 30-round capacity.
 * Sniper Rifle: Incorrectly operates in bolt-action mode; the sniper rifle in-game is modeled after the M21, which is semi-automatic. Furthermore, the HUD icon shows a Remington 700 instead of an M21.
 * Laser Sniper: The HUD icon shows a PSG-1 instead of an SVD Dragunov.
 * Rocket Launcher: Like in GTA III, being an M72 LAW in-game, it is incorrectly treated as being reloadable. Furthermore, it has a custom pistol grip, which is not the case for the real weapon.
 * Minigun: Same reasoning as in previous games.

In GTA IV

 * Pistol: It is incorrectly referred to as "9mm", whereas the real Glock 22 is chambered in .40 S&W.
 * Additionally, a cutscene and dialogue in The Ballad of Gay Tony indicates that the weapon has a trigger safety, whereas the real Glock 22 doesn't have one.
 * Pump Shotgun: The in-game model shows an airsoft version rather than an actual Ithaca 37 Stakeout, and the magazine tube is not long enough to have a high ammo capacity like the weapon in-game. Furthermore, the reloading animation always depicts two shells being inserted, regardless of the number of shells needed
 * Combat Shotgun: When blind-firing, the weapon incorrectly fires in pump-action mode instead of semi-auto. Furthermore, the reload always shows two shells being inserted, and the weapon is pumped (the real one not having a pumping handle) instead of being cocked with the right-mounted charging handle.
 * Assault Shotgun in The Lost and Damned: It is incorrectly fully-automatic in-game and pump-action when blind-firing, whereas the real Street Sweeper is semi-automatic. When standing, it is erroneously reloaded only by cocking it, and this is incorrectly done from left side instead of the right. Furthermore, when crouched, the reloading animation depicts the weapon as having a detachable magazine, whereas the real one requires shells to be loaded one-by-one into the fixed magazine.
 * Automatic Shotgun in The Ballad of Gay Tony: It is incorrectly semi-automatic in-game and pump-action when blind-firing, whereas the real AA-12 is fully-automatic (although in-game the variant with explosive shells is used in full-auto mode if the player is falling or being burned).
 * SMG: When reloading, the charging handle incorrectly locks back on its own before changing magazines. Furthermore, when crouched, the weapon is erroneously cocked one more useless time after reloading and releasing the bolt.
 * AK-47: When standing, it is erroneously reloaded only by cocking it without replacing magazines, and like in previous games it is incorrectly cocked from left side instead of the right.
 * Carbine Rifle: When standing, it is erroneously reloaded only by cocking it, and this is incorrectly done from left side instead of the rear.
 * Sniper Rifle: The bolt is erroneously operated from the left side instead of the right, despite the model clearly showing the bolt on the right side. Furthermore, the model shows a 10-round magazine, while the weapon in-game only holds 5 rounds.

In GTA V

 * Pistol: It is incorrectly stated to be chambered in .45 in Ammu-Nation stores, whereas the real Taurus PT92AF fires 9x19mm rounds (although Michael correctly refers it to a 9mm in "Complications").
 * AP Pistol: Being a Colt SCAMP, it is erroneously fully-automatic, except during the rappelling part in "Three's Company", where it is correctly used 3-round burst mode.
 * Marksman Pistol: When reloading, the empty shell is not ejected before loading a new round.
 * Pump Shotgun: The reloading animation depicts only one shell being inserted, regardless of the number of shells needed.
 * Sawed-Off Shotgun: Likewise, the reload only shows one shell being inserted.
 * Assault Shotgun: Despite having the appearance of the pump-action UTS-15 with an fictionally added box magazine, it function like an AA-12 instead, due to the fully-automatic fire; it has a custom charging handle added to the right side of the receiver to replace the pump.
 * Bullpup Shotgun: In reality, the KSG's tube selector should be switched after firing half of the magazine capacity; otherwise it would only be able to fire this half. Furthermore, the reload only shows one shell being inserted.
 * Musket: Erroneously classified as a shotgun instead of a rifle. Furthermore, during the reload, the player doesn't push the ball with a ramrod, and neither do they load the pan with gunpowder nor re-cock the hammer.
 * Assault SMG: It is largely on based on the Magpul PDR, which is an assault rifle instead of a submachine gun, and this weapon was not produced in reality, as the project has been abandoned.
 * Gusenberg Sweeper: It inaccurately shares ammo with the light machine guns instead of the submachine guns.
 * Heavy Sniper: When aiming the scope, the sound of a bolt operation can be heard after each shot, which is erroneous since the weapon is semi-automatic.
 * Minigun: Same reasoning as in previous games.
 * Rail Gun: Similarly, real rail guns are only mounted; portable ones don't exist.

Magazine modeling errors

 * The AP Pistol, Pistol .50, SNS Pistol and Vintage Pistol have long projecting magazine models when the extended magazine attachment is used, which is not possible on their real counterparts.
 * Heavy Pistol: Given the high ammo capacity for this M1911 variant, it should have a long projecting magazine (which is used of the "Extended Clip" model) instead of the single-stack one, and a drum mag when the extended magazine attachment is used.
 * Sawed-Off Shotgun: The magazine tube is too short to have a high ammo capacity like the weapon in-game.
 * MP5: Given the ammo capacity, it should have the 30-round magazine model by default (instead of the 15-rd model), and a drum mag when the extended magazine attachment is used (instead of the 30-rd model).
 * Gusenberg Sweeper: The standard 30-round version should have a normal box magazine (whereas the the drum one should only be used with extended magazine attachment).
 * MG: The standard magazine model shows a circular drum, looking similar to that of the RPD); such a drum magazine cannot attach to the socket under the PKM.
 * AK-47: The 40-round model seen with the extended magazine attachment is not enough to hold the in-game 60-round capacity.
 * Grenade Launcher: The model has 6 tubes in its cylinder (the capacity of the real Milkor MGL), yet the weapon in-game erroneously has a capacity of 10 grenades.

Extras

 * AP Pistol: It is depicted with a traditional pistol slide instead of the real Colt SCAMP's design.
 * Pistol .50: The weapon model lacks the long beaver-tail of the actual Desert Eagle.
 * Advanced Rifle: It is modeled with an open pistol grip and a traditional trigger guard (similarly to the MTAR-21 variant), although early screenshots showed a more correct CTAR-21.
 * Special Carbine: It utilizes straight metal magazines similar to the Galil 7.62 (contrary to the actual G36C, which is chambered in 5.56). Additionally, it has a custom charging handle that juts out on both sides of the weapon, rather than a flush charging handle.
 * Bullpup Rifle: It has an M4-style front sight and uses magazines similar to the Norinco Type 56.


 * Pump Shotgun and Grenade Launcher: They have a Magpul CTR stock.
 * Carbine Rifle and Marksman Rifle: They have an ACE Skeleton stock, incorrectly shown as collapsible in both cases.
 * Additionally, The Marksman Rifle uses magazines similar to aftermarket modifications of the SKS (although the SKS is chambered in 7.62x39, whereas the M39 EMR is chambered in 7.62x51).
 * The Combat MG has the buttstock of an M60.
 * The cut Assault MG has a Galil-style folding stock.


 * The name of the "Extended Clip" customization is incorrect, since the applicable weapons use magazines, not clips.