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It's not a big deal, but it's hard to think about why it would be like that.
Maybe there will be a use later on.
For now, it just feels to me that it's to compensate for not having physics for objects in water or something similar... but then, why putting it in a demo ? Idk.
Let say you have the shotgun, you killed some enemies and there is one left that you miss with your last shot. What happens about the reload now ?
You press "R", there is no more ammo in the loading chamber, so it starts to reload the entire 10 rounds ?
Cancelling animations seems to be something pretty hard, complex or time consuming to implement in games... imagine in a demo.
Not sure if you just miss-typed... but you don't have to HOLD CTRL during the reloading process,
press once to enter the reload mode and again to go back to normal. That's it.
You know that you can change the keybinds, right ?
So you can put "R" instead of LMB to "Insert Cartridge" if it would be easier for you.
Supposedly he can't change the height of the steps we do.. he have to manually go place invisible ramps for each one.. makes no sense, but hey.
I guess it will change with development.
Like it could be more tied to physical effort and blood lost. So if you stay managing your shelter, 1 drink should be enough for the whole day... maybe 4 hours of real-time in-game, idk.