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Right-Handed Left-Handed Guns

 Right-Handed Left-Handed Guns
type
FeatureClass
 Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
 Right-Handed Left-Handed Guns
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RightHandedLeftHandedGuns
 Right-Handed Left-Handed Guns
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A trope that has become very visible in videogames, in which a firearm is clearly not designed to be used in the hand it's being held in; since almost all FPS protagonists are right handed, this has them holding left-handed guns. Or when wielding Guns Akimbo, a left-handed gun in the right hand and right-handed gun in the left.
In a real right handed gun, the ejection port almost always ejects spent casings to the right, away from the shooter. There's a good reason for this; spent casings are typically extremely hot and can be ejected with significant force; although many conventional service weapons like the AR-15/M16 family are designed for ambidextrous operation without need of conversion, using some weapons in the "wrong" hand is potentially dangerous. This is especially true of bullpup weapons, since the ejection port is further back on the weapon than a traditional design, usually right in the face of a left-handed shooter. The Austrian Steyr AUG and French FAMAS require conversion for left-hand operation, while the British Army simply trains everyone to use the SA80/L85 and its derivatives right-handed, period. The FN F2000 uses a forward-ejection system, while the P90 SMG/PDW ejects downward.
Sometimes the gun won't simply be reversed; the controls present on the left (to allow the user to operate them with their thumb; safeties, fire selectors, etc) will still be present, as well as all the stuff from the right.
Several game companies have spoken out as to why this is reversed in videogames; mainly, it's for the Gun Porn effect. The left side of a right-handed gun is typically fairly flat and less visually interesting than the various moving parts, levers and controls found on the right; in addition, there's an opinion that ejecting brass across the screen rather than off to the side is more "dynamic." The only guns that tend to escape this treatment are belt-fed machine guns, since the belt is interesting to look at and makes for a nicely in-depth reload that would be harder to see with the weapon reversed (machine guns that feed from the right, as such, tend to be reversed even in games where this trope is otherwise not used), and revolvers, since a typical revolver's cylinder already swings out to the left for reloading and they don't have an ejection port for spent brass to fly out of. Any game using this trope is also likely to have a lot of superfluous yanking of the charging handle during reloads, because, well, it's right there after all.
Another explanation for this trope that has been offered by gamers and game makers is that, in cases where a gun in a game is based on a gun in real life but that the developer has not officially licensed, mirroring the gun gives enough distance from its real world counterpart to be able to dissuade possible legal action for copyright infringement, since making more extensive modifications to the model takes much more time and effort than recreating an existing design as-is and then using a tool to mirror it.

Examples
 Right-Handed Left-Handed Guns
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 Right-Handed Left-Handed Guns
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DBTropes
 Right-Handed Left-Handed Guns / int_1670bd19
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Right-Handed Left-Handed Guns
 Right-Handed Left-Handed Guns / int_1670bd19
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All S.T.A.L.K.E.R. games do this, despite their otherwise sensible FPS realism. This includes using left-handed SA80's and OTs-14 "Grozas" without explaining how the player avoids breaking his jaw with the moving bolt handle. One older mod for one game attempts to marginally fix the issue by making the cartridges fly off to the right... except that, given that the weapons' worldmodels are reversed, there's no ejection port on the right side of most of the guns. Newer mods have addressed this via complete overhauls of guns' models and animations.
 Right-Handed Left-Handed Guns / int_1670bd19
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Right-Handed Left-Handed Guns
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Inverted by Die Hard: Nakatomi Plaza. Probably the only Licensed Game that bothers to take into account that John McClane is left handed, the models of guns are flipped over to make them suitable for a lefty. Particularly notable with the Steyr AUG, which needs a conversion kit to be fired left handed, which would make them useless to all the right handed terrorists encountered in the game.
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Right-Handed Left-Handed Guns
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Destiny (and its sequel) averts this, as all weapons that aren't Hand Cannons, Rocket Launchers, Fusion Rifles, and Linear Fusion Rifles always eject their spent rounds to the right.
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 Destiny (Video Game)
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Right-Handed Left-Handed Guns
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Done terribly in the MMO Fallen Earth. The bolt handles are usually on the left, yet your character still uses their right hand to eject spent shells from rifles.
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 Fallen Earth (Video Game)
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Right-Handed Left-Handed Guns
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The F.E.A.R. games almost completely avert this - even the dual pistols in the first game clearly have both guns ejecting to the right and left-side-only safety levers - except for one particularly odd standout in F.E.A.R. 2's SHO Series-3 shotgun: among the many embellishments added to its real-world base to make the in-game model are the bolt and case deflector of a C7/M16A2 - on the left-hand side, the opposite of where they would be on the rifle they came from. Why this is the case is unknown, since while you can clearly see that bolt opening and closing with the pump, the gun still properly ejects shells to the right like the previous game's VK-12.
 Right-Handed Left-Handed Guns / int_28b53408
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 First Encounter Assault Recon (Video Game)
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Right-Handed Left-Handed Guns
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Counter-Strike is the earliest well-known example, and may have started this trope. Minh Le, who did the majority of the work on the models, is left-handed and wanted to play the game like that, so he created realistically-modeled guns being used left-handed. However, since playing with a left-handed gun is confusing for most of the right-handed world, they added an option for a right-handed model. Of course, to save time and resources, the option simply mirrors the left-handed gun models to the right. Every other CS-like Game Mod for late-90's shooters has the same issue; either a bizarre and in-depth case of Follow the Leader, or proof that Minh Le somehow worked on every one of them as well.
The German-exclusive weapons in Left 4 Dead 2 also have this issue, the weapons being pretty much directly ported from Counter-Strike: Source.
Global Offensive actually inverts this trope - the weapons are now modeled correctly for right-handed use, and the series-standard ability to switch sides mirrors the right-side models to the left. Part of this can probably be thanked on the game reusing modified models of some L4D2 weapons, which were already correctly modeled for right-handed use.
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Borderlands 3: Lampshaded. A fire in the hold of the ship requires several burning crates of supplies to be shot out into space. Ellie complains that this included all the left-handed guns.
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 Borderlands 3 (Video Game)
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Right-Handed Left-Handed Guns
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Strangely inverted with the Modern Warfare games - some guns have NO ejection port at all on their models, usually because they're on the right side of the gun, and even when aiming down the sight you wouldn't see that side of the gun anyway. By Modern Warfare 3 they've gotten blatant enough about it that even guns that should have something clearly visible on both sides of the gun when aiming, like the Desert Eagle's obviously-projecting safety levers, will only be modeled on the left side.
The top-tier shotgun in Call of Duty: Black Ops is the High Standard Model 10 (HS-10). Its only attachment is Akimbo, ignoring the notice on the weapon that explicitly states "Do Not Fire From Left Shoulder."
Akimbo in Modern Warfare 2, at least for the USP, results in a combination of correct and incorrect models - the right-hand gun is modeled as it should be (or close enough, given the above), while the left-hand one is, to save on resources, just a reversed copy of the right one. Other dual-wieldable guns tend to avert this, however; submachine guns in general likely do because they have their stocks folded to one side when used akimbo, which would make it incredibly obvious if the model was reversed.
The PKP in Modern Warfare 3 is reversed, presumably to make the belt more visible like with the other machine guns. Similarly, the Saiga 12 in Call of Duty: Black Ops II and the AWM in Call of Duty: Ghosts have left-sided ejection ports (the latter combined with a right-handed bolt handle anyway, just to anger gun enthusiasts further).
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 Modern Warfare (Video Game)
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Right-Handed Left-Handed Guns
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The Browning M2 can be set up to load ammo belts from either side, including which side the charging handle goes on, though since you're invariably firing one from directly behind in a fixed mount rather than carrying it like a regular weapon, this is less about keeping ejected brass away from the user (it ejects downwards, anyway) and more to let it be used in several different mountings, including side-by-side and quad-mounts (like Charlie's sled from Water World), which require flexible feeding and ejecting mechanisms.
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 Waterworld
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Right-Handed Left-Handed Guns
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One episode of Spooks has Tom, while undercover with a British infantry unit, stop a private from firing his SA80 assault rifle left-handed because the bolt would have flown back and possibly broken the private's orbital bone. This leads the colonel Tom's investigating to go into an angry rant about the rifle's shortcomings and the government inefficiency that led to its development.
The SA80/L85 cannot be operated left-handed, therefore everybody in the British Army shoots right-handed, no matter what.note In certain close quarters situations, the British Army advocates holding the grip in the left hand but keeping the stock on the right shoulder. This is a common complaint against this rifle, even if the L85A2 model fixed most of the many reliability problems.
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Halo: Reach's DMR ejects spent cases to the right, but the charging handle is on the left and visibly slides back and forth with each shot, putting the user's face in danger if he should ever look down the sight when firing.
 Right-Handed Left-Handed Guns / int_438b63e4
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 Halo: Reach (Video Game)
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Right-Handed Left-Handed Guns
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The Marathon trilogy contains examples of this trope played straight, and being intentionally averted: right-handed sidearms (like the standard issue magnum automatic) will have correctly displayed right-handed actions and ejection ports, but when you pick up a second from a fallen (right-handed) comrade, it will suddenly be left-handed. This effect is caused by the guns-in-hand graphics and animations being flipped on the X axis for dual wielding, instead of adding a memory-hogging second graphic set.
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 Marathon (Video Game)
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Battlefield 1942 and Vietnam had every gun modeled as left-handed; this practice stopped from 2 and onwards, save for the Bad Company spinoffs.
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 Battlefield 1942 (Video Game)
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Fallout 4 does this with most of its weapons, but a particular standout is the bolt-action hunting rifle. Every single one of the hunting rifles in the Commonwealth is a left-handed model, with the bolt hanging over the left of the stock. Yet the player character holds the weapon right-handed, meaning they must hold onto the rifle by the pistol grip to awkwardly cycle the weapon after every shot. The direction Bethesda took here is very confusing, as the hunting rifle from their previous Fallout game was modeled correctly, and even most of the stocks available for 4's bolt-action still have an obvious notch on the right side for the bolt handle to rest in.
The Handmade Rifle introduced in the Nuka World add on is an interesting example. It’s based on the AKM, which in of itself is kind of backwards for western shooters anyway with all of the controls on the right hand side of the gun, but it still ejects out the right side. The Handmade Rifle swaps the safety lever and charging handle to the left side, making it seem more correct to those unfamiliar with the AK platform, but it brings with it the issue of the ejection port being on the left side as well.
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 Fallout 4 (Video Game)
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One of the real-world reasons Stargate SG-1 switched its main weapon from the MP5 to the P90 was because the latter weapon ejects spent cartridges straight down behind the shooter's arm, versus the former ejecting cartridges violently out to the right, making it safer to have the actors standing side-by-side while firing when one episode called for such a scene.
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The PKP in Modern Warfare 3 is reversed, presumably to make the belt more visible like with the other machine guns. Similarly, the Saiga 12 in Call of Duty: Black Ops II and the AWM in Call of Duty: Ghosts have left-sided ejection ports (the latter combined with a right-handed bolt handle anyway, just to anger gun enthusiasts further).
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 Call of Duty: Black Ops II (Video Game)
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Unreal Tournament III justifies this for its returning, dual-wieldable Enforcer pistol, which is clearly designed with the ability to load its magazines from either side. How your character actually switches someone else's Enforcer around for left-handed use just by picking it up while already having one of their own is another story.
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 Unreal Tournament III (Video Game)
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Borderlands:
Every gun has its magazine either at the bottom or on the left side while every playable character is right-handed, no matter how little sense it makes to hold a gun by the stock to reload it (even when the magazine is at the bottom). Again, this series is all about looking cool as hell while shooting bad guys with otherwordly cool guns, so who cares?
Borderlands 3: Lampshaded. A fire in the hold of the ship requires several burning crates of supplies to be shot out into space. Ellie complains that this included all the left-handed guns.
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This comes up on occasion in Forgotten Weapons, given that Ian McCollum is lefthanded, so his chances to shoot some of the guns he discusses usually very quickly display how unfriendly they are for anything but right-handed operation. Interestingly, he actually fired one gun where his left-hand preference came in handy - due to the odd design of the USFA ZiP .22, he would have been burning his trigger finger with hot brass if he fired it from the right (and if the gun were consistently able to fire and cycle properly).
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Far Cry 2 goes to a ridiculous extent with this, doing it even when it results in a horribly awkward animation (your right-handed character using a Springfield with a lefty bolt, despite his thumb being painfully in the way of the bolt's travel and never moving out of the way) or really wouldn't matter (the upward-ejecting Desert Eagle has the barrel lock swapped, the downward-ejecting Ithaca 37 has a left-sided ejection port added on). Even the PKM which already ejects to the left is mirrored, this time so the belt is more visible (as such the M249 is the only weapon that isn't reversed - other than the M32 Grenade Launcher, but it has its own problems). Far Cry 3 and 4 for the most part do away with this (in particular being some of the very few games to let the PKM feed from the right and eject to the left like in real life), but still has some holdouts like the returning Dragunov and SPAS-12 and the new M1A and PP-19.
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Minor cases in GoldenEye (2010); one gun has a flipped ejection port (the Anova DP3), and a few others have the charging handles (Ivana Spec-R and Kallos TT-9) or the safety lever (AK-47) on the wrong side. It's downplayed in that they all still eject to the right, and the AK's model was fixed for the Reloaded Updated Re-release.
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 GoldenEye (2010) (Video Game)
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In Romancing the Stone, the right-handed Jack Colton uses a left-handed Remington 870 Wingmaster shotgun for some reason.
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In the final story adapted for the Golgo 13 anime, Golgo gets in a car accident and requires the assistance of a brilliant neurosurgeon to restore functionality to his right arm. Then he learns that the surgeon is the adopted son of his current target. While he doesn't give up the job, he makes a point of acquiring a left-handed M16 to complete the job. He later tracks down and kills the man who hired him with a right-handed M16.
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Zigzagged in the Battlefield: Bad Company series. Some weapons are modeled properly, while some are modeled weirdly - such as an HK416 with the ejection port on the left side of the receiver, but the forward assist still firmly on the right.
Battlefield 1942 and Vietnam had every gun modeled as left-handed; this practice stopped from 2 and onwards, save for the Bad Company spinoffs.
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Trepang2 has its Assault Rifle (a VHS-2) and DMR (an SL8) eject to the left, while the other bullet-firing guns eject properly to the right. It's at least possible to do so for extended periods with both weapons in reality; the latter's ejection port is far forward enough that it's not in the shooter's way, while the former, albeit a bullpup, has a shelf built into its cheek rest that is supposed to act as a brass deflector and keep ejected casings out of the shooter's face so long as they keep their face behind that shelf. After a point it's also possible to grab a second of almost any weapon, but as expected guns used in the left hand merely flip the right-side model.
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The Professionals. Doyle has a habit of drawing his Walther P-38 with his left hand, even though it's worn in a shoulder holster on that side, meant for a right-handed crossdraw.
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Zig-zagged in PlanetSide 2. There is little rhythm or reason to the placement of mechanisms on guns. Almost every TR weapon ejects to the right or downward, but the placement of the charging handle is seemingly random - the Mini Chaingun fires caseless ammo and has the bolt on the left, the CARV LMG both ejects and bolts on the right, and the TRAP-M1 has a left side-loaded magazine, ejects right, has a charging handle on the bottom, and has a reciprocating firing hammer that recoils backwards, which would have a good chance of whacking the shooter in the chin when aiming down the sights. Every gun's fire selector is animated on the left even when the gun has no visible selector switch; the T4 AMP pistol has the user flick the featureless grip when switching from semi to fully automatic.
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Postal 2 has a rather strange example. When you find a shotgun or sniper rifle on the ground, they will have a right-handed ejection port and bolt, but then once you pick it up and use it, the port/bolt is suddenly reversed. The corollary about simply flipping the right-side model for Guns Akimbo also comes up with the Paradise Lost DLC (which also has another straight example with its "Beta Shotgun"), though that's actually a lesser concern than, say, how the Dude makes a second copy of his current gun appear out of nowhere for a minute just from drinking a can of soda.
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In The Force Awakens, one of the changes from the old E-11 blaster rifle to the newer F-11D used by the First Order is that the power pack (magazine) is moved to the right-hand side. In-universe, this is actually an aversion of the trope, since it allows right-handed users (which, like in reality, the majority of people in Star Wars are) to holster the weapon on their right to be easily accessed by their firing hand, and it being a blaster rifle means there's no issue of ejecting cartridges. The only issue would be the necessity of removing the firing hand from the grip to reload in a manner that doesn't involve holding the blaster awkwardly, but power packs last so long that they may as well be infinite, so that issue is unlikely to ever even come up.
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The German-exclusive weapons in Left 4 Dead 2 also have this issue, the weapons being pretty much directly ported from Counter-Strike: Source.
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In Saving Private Ryan, the left-handed sniper Jackson uses a right-handed M1903A4 rifle — appropriate for the period, as left-handed weapons in 1944 were only made by custom gunsmiths, and government procurement didn't (and still doesn't) bother with such things. While most left-handed shooters (including those who are actually right-handed and shoot lefty due to eye dominance) would still cycle the bolt with their right hand (after moving their left thumb out of the way), Jackson awkwardly flips his weapon sideways to cycle the bolt with his left. Apparently Barry Pepper is just that much of a lefty, despite him using his sidearm right-handed at other points in the movie.
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This happens a lot when people customise their miniatures for games such as Warhammer 40,000 and do not pay attention. Sometimes the hand wielding the weapon is also wrong. Others do it intentionally for the Orks, because Orks genuinely don't care about such petty details like gun safety.
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Perfect Dark does this like a combination of the earlier Marathon and the later Battlefield: Bad Company - some weapons are modeled correctly for right-handed use, while others would fit better for left-handed users. Grab a second one, and that one's model will merely be a flipped copy of the first one. Perfect Dark Zero avoids giving right-handed people left-handed guns for the most part (there's only one rifle which has a left-sided ejection port), but continues flipping the model for one-handed guns used akimbo.
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The top-tier shotgun in Call of Duty: Black Ops is the High Standard Model 10 (HS-10). Its only attachment is Akimbo, ignoring the notice on the weapon that explicitly states "Do Not Fire From Left Shoulder."
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The two Blood games generally mirror a gun's sprite/model for Guns Akimbo. The exception is the Sawed-Off Shotgun of Blood II, which has your character hold the second shotgun with a second right hand where their left hand should be. The Extra Crispy Game Mod fixes this.
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Averted, interestingly, in the grand-daddy of all modern FPS games, Doom: the marine in that game is actually left handed, using that hand for punching and holding the pistol (two-handed guns he fires with his right, though he still reloads the Super Shotgun in Doom II with his left hand).
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This was brought up earlier in the 2008 Order 66 novel. Clone commando Corr complains about the left-side placement of the power pack on the DC-17m, noting that it can't be holstered on the right and wondering which bright light thought that was a good idea; Niner assumes some sort of Armchair Military type who's never had to actually carry and fire one.
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In the Unreal Tournament 2004 mod Ballistic Weapons, weapons are for the most part modeled correctly for right-handed use, but any dual-wield-capable gun will have its model mirrored when in the player's left hand.
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Duke Nukem 3D is one of the earliest offenders. In a USENET post, the developers admitted that a right-handed Duke wielding guns with left-side ejection ports wasn't very realistic. Gratuitous spent brass flying across the player's field-of-view was just that cool. Duke Nukem Forever avoids this for its new pistol, but keeps it for the returning shotgun.
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The following is a list of statements referring to the current page from other pages.

 Right-Handed Left-Handed Guns
processingCategory2
Guns and Gunplay Tropes
 Right-Handed Left-Handed Guns
processingCategory2
Guns Do Not Work That Way
 Romancing the Stone / int_4aed3ed
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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Right-Handed Left-Handed Guns
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