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what i mean by that is, you'd enter into a situation where you'd have to ask if one of the buttons is for a pocketed minigun or if you could have multiple slots of all the different dual wielding combinations (maybe some system where you hit a key to change which specific hand a sidearm is going to be assigned to? or press asterisk sign to switch the number keys to small arms specifically? like being a phone operator, lmao), all to arrive to a style of gameplay that the game isn't designed around mechanically.
halo is a game where if you want a weapon you go to where it contextually would be like a mounted turret or vehicle or you kill a player who has that weapon and pilfer it. like would you be able to store a ghost in your inventory too and switch to that? it's a unique weapon.
the theoretical mod would have to delete the weapon from your inventory (including any data about how much ammo is left for it!), and create a new one (without remembering how much ammo you have)... which defeats the purpose? that's before factoring in dual wielding, as mentioned, in 2/3 (which *code* still exists for in odst/reach and possibly 4)
you, or any other modder, would have an easier time porting the halo guns and levels into a game designed for being a walking weapon crate