Now that my previous post has been uncensored after someone falsely flagged it… Let’s go through your post point by point.
A given gun has a set magazine ammunition count specific to it. To the best of my knowledge, this is something coded to the gun and there isn’t anything that changes that from a modifier source outside the gun.
Yeah, sure, that’s the logical assumption. It’ll be an int value stored somewhere, maybe against a class, depends how they do stuff in their engine.
The coding you are suggesting would first have to start with an if/than check for the weapon type then an if/than/else for determined behavior, with a flag to remove the extra round, or to cross reference the gun’s specific stats to determine how man rounds it should have available after reload, and also ensure it isn’t still putting all rounds back into reserve as ammo isn’t lost on reload of a partial mag.
This is not how a competent developer would achieve this result. Some of this doesn’t even make sense.
flag to remove the extra round
I genuinely don’t even know what you think this means.
cross reference the gun’s specific stats to determine how man rounds it should have available after reload
‘Reference the weapon and get its internal ammo max value’ is all you had to say, and it’s a basic operation with basically zero associated compute cost. Using strange flowery language and adding random vaguely technical sounding words is not adding credibility to your posts… It just makes it sound like you’re clutching at straws at the edge of your understanding.
Now, the weapon should have already been referenced, this should all already be in scope, because this information would be needed when reloading the weapon anyway. You are making this sound like some kind of mad, twisty turny sorcery, when it is rudimentary.
and also ensure it isn’t still putting all rounds back into reserve as ammo isn’t lost on reload of a partial mag.
Wow, what a strange and almost unintelligible way of saying “keep 1 round in the weapon when reloading and not empty”. Also, not necessary to do this. Though modelling keeping a round in the weapon on a non-empty reload would be another way of achieving the same result, and only a little more complicated. It’d be pointless though really.
Fundamentally what you have to do, is:
- Check for the weapon type (perhaps the weapon class has boolean flag for it being conventional and magazine-fed, for example).
- Trigger a check on reload to see if the current ammo in the gun was > 0.
- If both the above are valid, add one additional shot to the ammo count in the gun from the reserve, if sufficient rounds are present.
There may be some small other considerations along the way depending on their implementation thus far, but that’s the shape of it.
It really is that simple. This is about the most basic kind of mechanical change you could make. There are monumentally complicated aspects to this game, how you model the trajectories of hundreds of projectiles and melee attacks and handle hit detection simultanously while keeping everything syncronised between 4 clients over a network. It is amazing to me that we are having this conversation.
multi point recursive checks
This is actual gibberish? Multi point? What about this is recursive? Do you think recursive just means ‘doing one thing after another’? There is no recursion involved here. Unless you wrote shockingly bad code and somehow managed to use nested for loops to do this.
potentially game breaking bugs
I begin to doubt you’re even serious at this point.
And it’s statements like these and your inability to see the potential issues that make me think you don’t have a career in software development yourself.
Ok, I’ve worked 7 years of web dev and I’m now working in indie game dev in unreal engine. Given the way you’ve spuriously used coding terminlogy so far, I’m unconcerned by this. Believe as you wish my friend.
I’ve actually done coding projects as a hobby
… have you now! 
I made a fully self automated character sheet for roll 20 and just setting up a thing of ‘is the box checked’ to add a flat amount would sometimes cause serious issues when it’s being pulled and cross referenced in other areas to calculate modifiers to dice rolls.
If the level of knowledge you are basing your assessment of what is feasible technical design in Darktide on is that you found it hard to make a tickbox checker in roll20, I really don’t know what to say. I think that speaks for itself.